Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-09-26
- Publication Date
- 2026-03-06
AI Technical Summary
Existing gaming machines lack sufficient engagement and interest through notifications of expected game wins, leading to a need for enhanced gameplay enjoyment.
Incorporation of a gaming machine with a control system that generates special gaming states, provides expected value notifications, and displays winning guidance, including the magnitude of gaming values expected to be awarded, enhancing player interaction and excitement.
The solution significantly improves player engagement and interest in gaming machines by providing dynamic gaming states and clear expectations, thereby increasing enjoyment.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There are gaming machines that notify the player of the expected number of winning balls. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-183407 A Summary of the Invention [Problem to be solved by the invention]
[0004] The proposed gaming machine does not provide enough excitement from the notification of the number of prizes expected to be won. In one aspect, the present invention provides a gaming machine that can further increase entertainment value. [Means for solving the problem]
[0005] In order to achieve the above object, a gaming machine as shown below is provided. The gaming machine includes a control means, an expected value informing means, and a win guide display means. The control means is capable of generating a special gaming state in which a predetermined gaming value can be awarded in response to the derivation of a win, and is capable of generating a specific gaming state advantageous to the player for a predetermined period of time after the special gaming state ends. The expected value informing means is capable of informing of the magnitude of the gaming value expected to be awarded, and is capable of informing, when the derivation of a win is expected with a predetermined probability, including the magnitude of the gaming value expected to be awarded corresponding to the win expected to be derived. The win guide display means displays a guide of the win being derived, including the magnitude of the gaming value expected to be awarded, in the win guide display that guides the win. Effect of the Invention
[0006] According to one aspect, it is possible to further increase the interest in the gaming machine. [Brief description of the drawings]
[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Diagram 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Diagram 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device of a first embodiment. FIG. [Diagram 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart showing a main process according to the first embodiment; [Figure 7] FIG. 2 is a second flowchart showing the main process according to the first embodiment; [Figure 8] FIG. 11 is a flowchart (part 3) showing the main process according to the first embodiment. [Figure 9] FIG. 4 is a flowchart showing the main process according to the first embodiment; [Figure 10] FIG. 5 is a flowchart showing the main process according to the first embodiment; [Figure 11] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 12] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 13] FIG. 11 is a diagram illustrating an example of an object type table according to the presence or absence of shading according to the first embodiment. [Figure 14] 4A to 4C are diagrams illustrating an example of an object appearance depending on the presence or absence of shading according to the first embodiment. [Figure 15] 6 is a diagram illustrating an example of a relationship between a shadow density and a superimposition order according to the first embodiment. FIG. [Figure 16]FIG. 2 is a diagram showing an example (part 1) of an object display according to the first embodiment. [Figure 17] FIG. 11 is a diagram showing an example (part 2) of an object display according to the first embodiment. [Figure 18] FIG. 11 is a diagram showing an example (part 3) of an object display according to the first embodiment. [Figure 19] 5A and 5B are diagrams illustrating an example of the relationship between the layer configuration and the shadow density of a shaded object according to the first embodiment. [Figure 20] 10A and 10B are diagrams illustrating an example of the relationship between the overlapping order and the shadow density of a shaded object in a single layer according to the first embodiment. [Figure 21] 5A and 5B are diagrams illustrating an example of the relationship between the overlapping order and the shadow density of a shaded object in a plurality of layers according to the first embodiment. [Figure 22] FIG. 4 is a diagram illustrating an example of parameter setting for each display object according to the first embodiment. [Diagram 23] FIG. 11 illustrates an example of a flowchart of a negative density determination process according to the first embodiment. [Figure 24] 5A and 5B are diagrams illustrating an example of extraction of a target object for dark density setting according to the first embodiment; [Diagram 25] FIG. 11 is a diagram (part 1) showing an example of shadow density setting of a shadow density setting target object according to the first embodiment; [Figure 26] FIG. 13 is a diagram (part 2) showing an example of shadow density setting of a shadow density setting target object according to the first embodiment; [Figure 27] 13A to 13C are diagrams showing examples of shadow density adjustment for each game state of a shadow density setting target object in the first embodiment; [Figure 28] 11A to 11C are diagrams illustrating an example of shadow density adjustment based on a relative density change for each variable display state of an object for which shadow density is to be set in the first embodiment. [Figure 29] 11A to 11C are diagrams illustrating an example of shadow density adjustment for each pending display state of an object to be subjected to shadow density setting according to the first embodiment. [Diagram 30] 13A to 13C are diagrams illustrating examples of shadow density adjustment for each reel operation state of an object subject to shadow density setting in the first embodiment. [Diagram 31]1A and 1B are diagrams (part 1) illustrating an example of density adjustment based on a relative density change between a shadow region and a light region of a target object for setting a shadow density according to the first embodiment; [Diagram 32] 13A and 13B are diagrams (part 2) illustrating an example of density adjustment based on a relative density change between a shadow region and a light region of a target object for setting a shadow density according to the first embodiment; [Diagram 33] 13 is a diagram showing a first example of a shadow region display of a decorative pattern (object for which shadow density is to be set) according to the first embodiment; FIG. [Diagram 34] 13 is a diagram showing a second example of a shadow region display of a decorative pattern (object for which shadow density is to be set) according to the first embodiment; FIG. [Diagram 35] FIG. 11 is a diagram illustrating an example of a shadow position inconsistency for each object in the first embodiment. [Diagram 36] FIG. 11 is a perspective view showing an example of a gaming machine according to a second embodiment. [Figure 37] FIG. 11 is a diagram showing an example of an overview of a game control device according to a second embodiment. [Figure 38] FIG. 11 is a diagram showing an example of a first seal of a game control device of the second embodiment. [Figure 39] A figure showing an example of a second seal of the game control device of the second embodiment. [Diagram 40] FIG. 11 is a diagram showing an example of a sealing seal of the game control device of the second embodiment. [Diagram 41] FIG. 11 is a diagram showing an example of an overview of a dispensing control device of the second embodiment. [Diagram 42] A diagram showing an example of a first seal of the dispensing control device of the second embodiment. [Diagram 43] A figure showing an example of a second seal of the dispensing control device of the second embodiment. [Diagram 44] 13 is a diagram showing an example of the relationship between a first seal, a second seal, and mounted components of a game control device of a second embodiment. FIG. [Diagram 45] A figure showing an example of visibility in five directions of the first seal of the game control device of the second embodiment. [Diagram 46] A figure showing an example of visibility in five directions of the second seal of the game control device of the second embodiment. [Figure 47] A figure showing an example of the structure of an upper member that improves the ease of viewing the second seal of the game control device in the second embodiment from the side. [Figure 48] A figure showing an example of a side-view viewpoint guide function of the second seal of the game control device of the second embodiment. [Figure 49] A figure showing an example of game performance of the third embodiment. [Figure 50] A figure showing an example of a game state transition in the third embodiment. [Figure 51] A figure showing an example of a pattern corresponding to the result state of the special chart 1 game and the special chart 2 game in the third embodiment. [Figure 52] FIG. 13 is a diagram showing a display example of a decorative pattern corresponding to the result mode of the third embodiment. [Diagram 53] A figure showing an example of a game performance list of the fourth embodiment. [Figure 54] A figure showing an example of jackpot distribution in the fourth embodiment. [Figure 55] A figure showing an example of a jackpot distribution via small jackpots in the fourth embodiment. [Figure 56] FIG. 13 is a diagram illustrating an example of a state transition diagram according to a fourth embodiment. [Figure 57] FIG. 13 is a diagram (part 1) showing an example of the ball output display effect display of the fourth embodiment. [Figure 58] FIG. 23 is a diagram (part 2) showing an example of the ball output display effect display of the fourth embodiment. [Figure 59] FIG. 13 is a diagram (part 3) showing an example of the ball output display effect display of the fourth embodiment. [Figure 60] FIG. 13 is a diagram (part 4) showing an example of the ball output display effect display of the fourth embodiment. [Figure 61] FIG. 13 is a diagram (part 5) showing an example of the ball output display effect display of the fourth embodiment. [Figure 62] FIG. 13 is a diagram (part 6) showing an example of the ball output display effect display of the fourth embodiment. [Figure 63] A figure showing an example of denominator addition by winning in the ball output display performance of the fourth embodiment. [Figure 64] A figure showing an example of the execution timing of the denominator and numerator effects in the ball output display effect of the fourth embodiment. [Figure 65] FIG. 13 is a diagram (part 7) showing an example of the ball output display effect display of the fourth embodiment. [Figure 66] FIG. 13 is a diagram illustrating an example of a reach effect flow according to the fifth embodiment. [Figure 67] FIG. 13 is a diagram (part 1) showing an example of a performance display according to the fifth embodiment. [Figure 68] FIG. 13 is a diagram (part 2) showing an example of a performance display according to the fifth embodiment. [Figure 69] FIG. 13 is a diagram showing an example of background return video selection according to the fifth embodiment. [Figure 70] FIG. 23 is a diagram illustrating an example of a reach effect flow according to the sixth embodiment. [Figure 71] FIG. 13 is a diagram (part 1) showing an example of a performance display according to the sixth embodiment. [Figure 72] FIG. 23 is a diagram (part 2) showing an example of a performance display according to the sixth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. FIG.
[0009] The gaming machine 10 of the first embodiment includes a front frame 12. The front frame 12 is an outer frame (support frame). When viewed from the front, the left side is the shaft mounting side and the right side is the open side, and the spring 11 is assembled so as to be capable of being rotated open and closed. The game board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, the front frame (main body frame) 12 is provided with a cover glass (transparent) that covers the front of the game board 30. A glass frame (transparent member holding frame) 15 equipped with a transparent member 14 is attached.
[0010] In addition, lamps and LEDs (Light Emitting Diodes) are installed inside the left and right sides of the glass frame 15. It also has built-in decorations and effects, as well as an alarm when an abnormality occurs (for example, if a payout abnormality occurs, the The lamp or LED is turned on (blinks) in an abnormality notification color (for example, red). A frame decoration device 18 and a speaker 19 (upper left speaker 19) that emits sound (for example, sound effects) are also included. a1, and a speaker 19a2) are provided at the top right. In addition, a speaker is provided at the bottom of the front frame 12. Speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are provided. When an abnormality occurs, the speaker 19 will notify you of the details of the abnormality by voice. A lamp for notifying of abnormal dispensing may be provided at a predetermined position on the frame 15.
[0011] In addition, at the bottom of the front frame 12, there is an upper tray (reservoir) for supplying game balls to a ball launching device (not shown). The game balls are dispensed from the payout unit provided on the back side of the gaming machine 10. The upper tray ball outlet 22 stores the game balls dispensed when the upper tray 21 is full. A lower tray (receiving tray) 23 and an operating part 24 of the ball launching device are provided. A ball removal lever 23a is provided on the lower tray 23 for removing game balls from the lower tray 23 to the outside of the game machine. .
[0012] Furthermore, on the upper edge of the upper tray 21, there is a performance button 25 used for intervention operations in the game performance. The effect button 25 is a effect operation button that accepts an intervention operation in the game effect. It functions as an operation receiving unit and also receives the required behavior (for example, light emission, vibration, protrusion, etc.). The upper tray 21 also functions as a presentation section that can present various effects (such as game mode). An option setting section 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch capable of receiving input operations in four directions and a cross cursor The center switch is equipped with a central switch that can accept decision operations, and a cross cursor switch. There are two additional switches on the periphery of the switch that are used for controlling the volume, etc. Furthermore, at the lower right side of the front frame 12, there is a lock button for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.
[0013] In addition, the gaming machine 10 operates (for example, presses) the effect button 25 (push button). Based on the operation of the player received from the performance button switch 25a (see FIG. 4) that detects For example, the player's operation can be used to create a special effect. The performance in which the player intervenes is a variable display game on a display device (variable display device) 41 (see FIG. 2). The game machine 10 displays on the display device 41 In the game, the character to be displayed is operated, and the special display chart displayed on the display device 41 is changed. In addition, such player intervention may include the following: , as well as the performance button 25, the switches in the option setting section 29 (cross cursor switch, One or more of the following switches may be used: central switch, auxiliary switch, etc. In FIG. 4, which will be described later, the switches in the option setting section 29 are collectively referred to as setting switches 29. It is represented as n.
[0014] In addition, to the right of the effect button 25, when the player receives a ball from the adjacent ball lending machine, A ball loan button 27 is operated to eject a prepaid card from the card unit of the ball loan machine. a discharge button 28 for discharging the card, and a balance display unit (not shown) for displaying the remaining balance of the prepaid card. In the gaming machine 10 of the first embodiment, the player performs the above operations. By rotating the part 24, the ball launching device launches the game balls supplied from the upper tray 21. The ball is launched toward the play area 32 (see FIG. 2) on the front of the board 30. The setting switches 29n (cross cursor switch, center switch, By operating one or more of the switches ( You can set the volume emitted from the speaker 19 and the brightness of the game board 30. can.
[0015] Next, the game board 30 will be described with reference to FIG. 2. FIG. 2 shows the game board of the first embodiment. FIG. A substantially circular play area 32 surrounded by a guide rail 31 is formed on the surface of the play board 30. The play area 32 is enclosed by side cases 3 made of resin provided at the four corners of the play board 30. 3 and a guide rail 31. A center case (game presentation structure) 40 equipped with a device (variable display device) 41 is arranged. The display device 41 is disposed in a recess provided in the center case 40. In other words, the center case 40 is attached to the display device. The display area of the display device 41 is surrounded by the display screen of the display device 41, and the display screen of the display device 41 is projected forward. The area 32 is formed so as to make it difficult for game balls to fly into it.
[0016] The display device 41 may be, for example, an LCD (liquid crystal display), a CRT (cathode ray tube, The display device 41 is a device having a display screen such as a LED. Other display devices, such as devices having a display screen capable of displaying dot matrix images using the The display may be configured by a combination of two or more display devices. In the display area, multiple identification information (special patterns) and special pattern change display games are produced. Display device 4 displays information related to the game, such as characters and background images that enhance the presentation effect. On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possibly A special display game corresponding to the special display game is played. In addition, the display screen may display images for effects based on the progress of the game (for example, a big win display, image, fanfare display image, ending display image, etc.) are displayed.
[0017] In addition, at the top of the center case 40, there is a board that operates to produce a game effect. The board is provided with a presentation device 44. The presentation device 44 is a display device 44 that is connected to the display device 4 in the state shown in FIG. It is possible to operate towards the center of 1.
[0018] At the lower right side of the center case 40 in the game area 32, a normal game display is displayed. A normal pattern start gate (normal pattern start gate) 34 that gives the conditions is provided. The winning ball (the ball passing through the starting gate 34) is turned on by the gate switch 34. 34a (see FIG. 3).
[0019] In addition, a general winning port 35 is arranged on the lower left side of the center case 40 in the game area 32. It is placed on the lower right side of the center case 40 and on the right side of the special variable winning device 95 described later. The general winning holes 35 are arranged in the upper left and lower right corners. The game balls that enter the general winning holes 35 are This is detected by the mouth switch 35a (see FIG. 3).
[0020] In addition, below the center case 40 in the game area 32, a first special chart variable display game The first start winning hole (start winning area) that gives the starting condition of the (Special Chart 1 Variable Display Game) A starting winning hole 36 (starting hole 1) is provided. The game ball that enters the starting winning hole 36 is This is detected by the first switch 36a (see FIG. 3).
[0021] In addition, below the start winning hole 36, there is an outlet for collecting game balls that did not win in the winning hole, etc. A port 30a is provided. In addition, below the center case 40, to the left of the starting gate 34, A normal variable winning device that provides the starting conditions for the second special chart variable display game (special chart 2 variable display game) 37 (second start winning port, start winning area) is provided. The outlet 2) is provided with a movable member 37b at a position that becomes the inlet portion. The balls are slid forward and backward by the solenoid 37c (see FIG. 3) to the inflow section. The blocking state prevents balls from entering the ball pool, and the allowing state allows balls to enter the inflow area by retreating backwards. The movable member 37b is normally in a closed state (not shown to the player) and is normally in a closed state (not shown to the player). The result of the normal game is a predetermined stop table. When the display state is changed to the open state (a state advantageous to the player), The game ball that has won the normal variable winning device 37 is released by pressing the start port 2 switch 37a (FIG. 3 In addition, the normal variable winning device 37 is designed to allow winning even when it is closed. In the closed state, it may be more difficult to win than in the open state. It is equivalent to an electric device (regular electric train).
[0022] In addition, on the right side of the center case 40 in the game area 32, a special chart change display game (special Depending on the results of the game (Figure 1 Variable Display Game and Special Figure 2 Variable Display Game), you may not accept the game ball. A special variable prize device (big prize opening 1) 38 that can be converted between a good state and an easy-to-accept state is provided. The special variable prize-winning device 38 has an opening and closing member (movable piece) 38c, and Depending on the result of the game, the opening and closing member 38c closes the big prize opening. The opening and closing member 38c is retracted from the closed state (a closed state disadvantageous to the player) and the opening and closing member 38c is moved downward in the play area 32. The ball is converted into an open state (a state advantageous to the player) in which the ball can be received. The special variable prize device 38 is driven by the large prize port 1 solenoid 38b (see FIG. 3). The large prize opening (large prize opening 1) is opened and closed by an opening and closing member 38c driven by a special drawing. 1. The result of the variable display game and the special chart 2. The jackpot game state (special game state) ) and during the jackpot game state (special game state) resulting from winning in a specific area 96 described later. By converting the big prize opening from a closed state to an open state, the flow of game balls into the big prize opening is The system makes it easy to enter the lottery and awards a certain amount of game value (prize balls) to the player. Inside the big prize opening (winning area), a detection means for detecting a game ball that has entered the big prize opening is provided. A large prize opening switch (count switch) 38a (see FIG. 3) is provided.
[0023] In addition, at the lower right side of the center case 40 in the game area 32, a special chart variable display game ( Depending on the results of the special chart 1 variable display game and the special chart 2 variable display game, the game balls are accepted. A special variable prize device (large prize entrance 2) 95 that can be converted between an unacceptable state and an acceptable state is provided. The special variable prize-winning device 95 has an opening and closing member (opening and closing door) 95c, and Depending on the result of the special chart change display game, the opening and closing member 95c closes the big prize opening. The opening and closing member 95c is retracted from the closed state (a closed state disadvantageous to the player) to allow the game area 32 to flow. Convert the falling ball into an open state (a state advantageous to the player) that is acceptable. The special variable prize device 95 includes a large prize opening 2 solenoid 95b (see FIG. 3) as a drive device. The large prize opening (large prize opening 2) is opened and closed by an opening and closing member 95c driven by a During the small win game state as a result of the Figure 1 variable display game and the special Figure 2 variable display game, the big win By changing the mouth from a closed state to an open state, it is easy for the game balls to flow into the big prize mouth. The player is then given a certain amount of game value (award balls). Inside the winning area, a large prize is detected as a detection means for detecting a game ball that has entered the large prize opening. A prize port switch (count switch) 38a (see FIG. 3) is provided.
[0024] In addition, the special variable winning device 95 guides the game ball that has entered the winning hole to a specific area 96. The special variable winning device 95 is a special device for detecting a game ball that has flowed into a specific area 96. A fixed area switch 38e (see FIG. 3) is provided. The detection of the game ball (entry into the specific area 96) in the special variable winning device (large winning port 1) 38 One of the conditions for the occurrence of a jackpot game state (special game state) in which the closed state is converted to an open state It is one.
[0025] Also, the center case 40 does not have a warp flow path, but is designed to have a warp flow path. For example, a warp opening (warp entrance) may be provided on the left side of the center case 40, The game balls that flow into the warp flow path from the warp port are rolled on the stage in the center case 40. In that case, the warp exit is a starting point. The game ball guided to the warp exit is launched from the winning hole 36 directly above the winning hole 36. It may also be made easier to win 6.
[0026] In the gaming machine 10 of the first embodiment, the center of the gaming area 32 where the gaming balls flow down is The area to the left of the center case 40 is the left play area, and the area to the right of the center case 40 is the The right side of the game area is designated as the play area. The player adjusts the launch force to throw the game ball into the left side of the game area. By firing (so-called left shot), the starting winning hole 36 and the general winning hole 35 (located in the left game area) The player can aim to win by shooting the ball into the right playing area (so-called right hit). By doing so, the normal map starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, You can now aim to win at the general prize slot 35 (located in the right-hand gaming area) and other slots. There are.
[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), a special chart change display game The first special chart change display game, the second special chart change display game, and the normal chart start gate 34 A collective display device 50 that displays the general game change display game triggered by winning and various information. is provided.
[0028] The collective display device 50 includes a round display section 51 composed of LEDs and the like, and a special drawing 1 reservation display section 52, a special pattern display unit 153, a special pattern display unit 254, a normal pattern display unit 55, and a normal The collective display device 50 is equipped with a picture reservation display unit 56 and a status display unit 57 (see FIG. 5). , as will be described later.
[0029] The gaming machine 10 has a right-hand hit guide display device on the right side near the special variable winning device (big winning port 1) 38. The right hand hit guidance display device 91c is lit when instructing the player to hit right. In addition, the right-hand hit guide display device 91c is included in the board decoration device 46. can be.
[0030] The gaming machine 10 has a special game variable display at the bottom right of the center case 40 in the gaming area 32. The status display device 98 is equipped with a special game change display status display device 98. The special game change display status display device 98 is equipped with a special game change display status display device 98. The display device is composed of two LEDs. The special game change display status display device 98 is The left LED indicates the status of the game. The right LED indicates the status of the game. Figure 2 shows the variable display status of the variable display game. For example, the variable display status of the special game The device 98 notifies the stop state of the pattern of the special pattern change display game by lighting up, and notifies the stop state of the pattern change display game by flashing. The display device 98 notifies the player of the changing state of the symbols in the dynamic display game. , is included in the board decoration device 46.
[0031] The gaming machine 10 has a normal map change display device 9 on the right side of the center case 40 in the gaming area 32. 3 and a general map hold display device 94. The general map change display device 93 is composed of two LEDs. The alternating flashing indicates the variable display status of the general game, and the combination of on and off indicates the The result of the variable display of the regular game is notified. The regular game reserve display device 94 also has two LEDs. The number of reserved maps (0 to 4) is announced by the combination of off, on, and flashing. The map change display device 93 and the map reservation display device 94 are included in the board decoration device 46. do.
[0032] Next, the control system of the gaming machine will be described with reference to FIG. 3. FIG. 3 shows the control system of the first embodiment. 1 is a block diagram showing an example of a control system for a gaming machine. The gaming machine 10 includes a gaming control device 100, which controls the overall game. A main control device (main board) that controls the game is a gaming microcomputer (hereinafter, A CPU (Central Processing Unit) 110 having a CPU 111 and an input port An input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a CPU The data bus 140 connects between the unit 110, the input unit 120 and the output unit 130.
[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). The game microcomputer 111 has an oscillator such as a crystal oscillator. An oscillator circuit that generates the clock that serves as the reference for the operating clock, timer interrupts, and random number generation circuit ( The game control device 100 and the game control device 100 The electronic components such as solenoids and motors are driven by the DC (Di) current generated by the power supply device 400. It operates when a DC voltage of a specified level such as 32V, DC12V, or DC5V is supplied. It will be possible to operate.
[0034] The power supply device 400 is an AC ( Alternating Current)-DC converter or DC32V voltage to DC12V, DC5V A normal power supply unit 4 having a DC-DC converter or the like for generating a lower level DC voltage such as 10 and the RAM (Random Access Memory) inside the gaming microcomputer 111 during a power outage A backup power supply unit 420 that supplies a power supply voltage to the game control device, and a power failure monitoring circuit. 100 generates control signals such as a power failure monitoring signal and a reset signal to inform the occurrence and recovery of a power failure. The control signal generator 430 outputs a control signal based on the received signal.
[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generating unit 430 are on separate boards or It may be configured to be integrated with the control device 100, i.e., to be provided on the main board. Since the game control device 100 is subject to replacement when changing the model, In this way, the backup power supply unit 420 and the control unit 430 are mounted on a board separate from the power supply unit 400 or the main board. By providing the control signal generating unit 430, it is possible to reduce costs by eliminating the need for replacement. can.
[0036] The backup power supply unit 420 is composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is the gaming microcomputer 111 ( In particular, the internal RAM is supplied with data, so that data stored in the RAM can be retained even during a power outage or after a power interruption. The control signal generating unit 430 is, for example, a signal generated by the normal power supply unit 410. It monitors the 32V voltage and detects a power outage if it drops below 17V. The power failure monitoring signal is changed and a reset signal is output after a specified time. When the power is turned on or when power is restored, a reset signal is output a predetermined time later.
[0037] In addition, the game control device 100 is provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated. The RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200 are stored in the RAM 111C. The process of forcibly initializing the information stored in the memory is performed. However, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is read by the gaming microcomputer 1. 11 is read repeatedly in the main loop of the main program that is executed. Reset The signal is a type of forced interrupt signal, which causes the entire control system to be reset.
[0038] In addition, the game control device 100 is provided with a setting value change switch 126 and a setting key switch 127. The set value change switch 126 is, for example, a push switch. The setting key switch 127 detects the ON and OFF states when the setting key is inserted. The game control device 100 can change settings related to game performance. The settings stored in RAM are retained even during a power outage or after a power interruption. For example, the game control device 100 is a special chart 1 variable display game and a special chart 2 variable display game. The hit probability of the ball can be changed in six stages.
[0039] The game control device 100 is configured such that the setting key switch 127 is in the ON state and the RAM initialization switch When the power is turned on while 112 is ON, the settings of the gaming machine 10 can be changed. For example, the game control device 100 in the setting change mode transitions the control state to the setting change mode. While the setting contents are displayed on the probability setting value display device 136, the setting value change switch 126 is pressed. By detecting the down operation, the setting can be changed cyclically from 1 to 6. Probability setting value table The display device 136 is a display device capable of displaying a set value, and is, for example, a one-digit seven-segment LED. D and is mounted on a substrate.
[0040] In addition, the game control device 100 is in a state where the setting key switch 127 is ON and the RAM initialization stage is ON. By turning on the power with the switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. For example, the game control device 100 transitions the control state to a setting confirmation mode in which In this mode, the setting contents are displayed on the probability setting value display device 136. Of course, the probability setting value display device The device 136 can be confirmed by the manager of the gaming facility, but cannot be confirmed by the players. There are.
[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A. , a read-only ROM (Read Only Memory) 111B and a read / write RA Equipped with M111C.
[0042] ROM111B stores immutable information for game control (programs, fixed data, various random numbers, etc.) The RAM 111C stores the operation of the CPU 111A during game control. ROM111B or R is used as a storage area for various signals and random numbers. As AM111C, it is like an EEPROM (Electrically Erasable Programmable ROM). Alternatively, an electrically rewritable non-volatile memory may be used.
[0043] In addition, the ROM 111B stores, for example, the execution time, the contents of the performance, the lead, and the like of the special chart variable display game. A fluctuation pattern for determining the fluctuation pattern (fluctuation mode) that specifies the occurrence or non-occurrence of a check state. The change pattern table is stored as a start memory. Random number of fluctuation patterns 1, 2, and 3 are processed by CPU111A This is a table for determining the fluctuation pattern by referring to the fluctuation pattern table. The table shows the pattern of the losing variation that is selected when the result is a losing one, and the table shows the pattern of the winning one when the result is a winning one. The table includes a table of patterns of winning variations that are selected when the following conditions are met. The turntable determines the latter half of the fluctuation pattern, which is the fluctuation pattern after the reach state is reached. Tables for determining the second half fluctuation group table and the second half fluctuation pattern selection table, etc. A table for determining the first half fluctuation pattern, which is the fluctuation pattern before the reach state is reached. (Includes first half fluctuation group table, first half fluctuation pattern selection table, etc.)
[0044] Here, the reach (reach state) refers to a display device that has a display state that can be changed, and the display device The device derives and displays a plurality of display results at different times, and the plurality of display results are determined in advance. When the special result pattern is obtained, the game state becomes advantageous to the player (special game state). In the gaming machine 10 in the "game state", some of the display results have not yet been derived and displayed. In the stage, the display result already derived and displayed satisfies the conditions for becoming a special result mode. In other words, the reach state is when the variable display control of the display device is progressing. Even when the display result is derived and displayed at a stage before the display condition becomes a special result mode, For example, a state where special result conditions are met is called A state in which multiple variable display areas are displayed while maintaining the same state (so-called full rotation reach) ) is also included in the reach state. Also, the reach state is when the display control of the display device progresses and the display The display state at the stage before the result is derived and displayed. At least a part of the display results of the plurality of variable display areas determined before being displayed is a special result. This refers to the display state when the conditions for the effect are met.
[0045] Therefore, for example, a special chart change displayed on a display device in response to a special chart change display game The display game is a game in which a plurality of identifications are displayed for a predetermined period of time in each of the left, center, and right variable display areas of the display device. After the information is displayed, the display stops and the result is displayed in the order of left, right, and center. If there is a special result state, the left and right variable display areas will display the state where the conditions for the special result state are met (for example, The state where the display stops with the same identification information) is a reach state. When the change display of all the change display areas is stopped, any two of the left, center, and right changes are A state where a condition for a special result state is met in the dynamic display area (for example, the same identification information is The state where the player has reached the end of the reach state (except for special result states) is considered a reach state, and one of the remaining The variable display area may be displayed in a variable manner.
[0046] This reach state includes multiple reach effects, and special results may be derived. As reach performances with different possibilities (different expected values), there are normal reach (N reach), special reach (Speed reach), Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 reach) and premium reach are set. The expected value is "Reach None" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < " The order of "Special 3 Reach" is higher than "Premier Reach". The reach state is when a special result state is derived at least in the special chart change display game (jackpot In other words, the special chart change table When it is determined that a special result pattern is not derived in the game (when it is a miss), Therefore, when a reach state occurs, This is a state in which there is a higher probability of winning the jackpot than when it does not occur.
[0047] The CPU 111A executes a game control program in the ROM 111B to control the payout. It generates control signals (commands) for the device 200 and the performance control device 300, and controls the solenoid The controller 14 controls the entire gaming machine 10 by generating and outputting drive signals for the game machines and display devices. However, the gaming microcomputer 111 is a jackpot random number for determining whether or not a special chart variable display game has been won. Random numbers for determining the numbers and patterns of the winning jackpot, variable patterns in games with special pattern variation (including the execution time of the variable display game in various reach and non-reach variable display) Random numbers for determining the variation pattern, random numbers for determining the winning of the game A random number generating circuit for generating a random number, etc., and an oscillation signal (original clock signal) from an oscillation circuit 113 Based on this, a timer is allocated to the CPU 111A at a predetermined period (for example, 4 ms). A clock generator that generates a clock that provides the update timing for the input signal and the random number generator. It is equipped with
[0048] In addition, the CPU 111A, in the processing related to the special chart change display game, Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111A acquires the game result (win) of the special chart variable display game. (Big hit or small hit) or miss), and the special chart change display game as the current game state The probability state (normal probability state or high probability state), the normal variable winning device as the current game state Based on the operation state (time-saving operation state) of the device 37, the number of start memories, etc., a plurality of variation pattern templates are The CP selects and obtains one of the fluctuation pattern tables. When executing a special chart change display game, U111A stores a plurality of A fluctuation pattern table is obtained by obtaining one of the fluctuation pattern tables. This constitutes a division information acquisition means.
[0049] The dispensing control device 200 includes a CPU, a ROM, a RAM, an input interface, and an output interface. The game controller 100 is equipped with a ball dispenser and a ball dispenser. Then, the payout motor of the payout unit provided in the gaming machine 10 is driven to pay out the prize balls. The payout control device 200 also controls the ball dispensing machine 10. Drive a payout motor of the payout unit based on a ball loan request signal from the card unit; It controls the dispensing of loaned balls.
[0050] The input unit 120 of the gaming microcomputer 111 includes a start port 1 switch 36 in the start winning port 36. a, the start gate 2 switch 37a in the normal variable winning device 37, the gate in the normal start gate 34 Switch 34a, winning port switch 35a, special variable winning device 38,95 large winning port switch The special variable prize winning device 95 is connected to a specific area switch 38a and a specific area switch 38e of the special variable prize winning device 95. A negative logic signal such as a high level of 11V and a low level of 7V supplied from the switch is input. The interface chip (proximity I / F) 121 converts the signal into a positive logic signal of 0V-5V. The proximity I / F 121 is provided with a The detection signal of the board radio wave sensor 62 is also input. By setting the voltage at -11V, the leads of sensors and proximity switches may be illegally shorted out. If a sensor or switch is removed from the connector or the lead wire is cut, causing it to float The present invention is configured to detect such an abnormal state and output an abnormality detection signal. There are.
[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is 1 Although the number of blocks is shown, in reality, multiple (n) winning port switches 35a (in this embodiment) are used. In this embodiment, three units are provided on the game board 30, and each signal is transmitted through a different signal line. In addition, in FIG. 3, the big prize opening switch 38a is input to one block. However, in reality, there are multiple (x) big prize opening switches 38a (3 in this embodiment). The large prize opening switches 38a are provided on the game board 30. Each of them is connected by a different signal line, or, for example, a switch and a game control device 10 0 (main board) is connected to the relay board (not shown) The board radio wave sensor 62 and the magnetic sensor described later are connected to the game control device 100 in this manner. 61 may also be connected by multiple different signal lines, or in a similar manner using a wired-OR method. It may be connected to the game control device 100.
[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124. The data is read into the gaming microcomputer 111 via the data bus 140. Of the 121 outputs, the start port 1 switch 36a, the start port 2 switch 37a, and the gate switch 34a, a prize winning port switch 35a, a large prize winning port switch 38a, and a specific area switch 3 The detection signal of 8e is input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a (proximity I / F 12 Although the output from 1 is shown as one signal line in Figure 3, there are actually two.
[0053] In addition, among the outputs of the proximity I / F 121, the detection signal of the panel radio wave sensor 62 and the sensor and switch The abnormality detection signal outputted when an abnormality in the switch is detected is inputted to the third input port 124. In addition, the third input port 124 is connected to a fraud detection device provided on the front frame 12 of the gaming machine 10. The detection signal of the magnetic sensor 61 for output, the glass frame opening provided on the glass frame 15 of the gaming machine 10, etc. The detection signal of the release detection switch 63, the main body provided on the front frame (main body frame) 12 of the gaming machine 10, etc. The detection signal of the frame open detection switch 64, the detection signal of the set value change switch 126, the setting key A detection signal from the switch 127, a touch switch signal from the dispensing control device 200 (to the operation unit 24) A signal based on the input of a touch switch provided is input.
[0054] In addition, the output of the proximity I / F 121 to the second input port 123 is The signal is also supplied from the device 100 to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch The detection signal of the switch 37a is input to the second input port 123 as well as to the gaming microcomputer 111. It is configured to:
[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is connected to a power supply unit 400 for normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also provided. do.
[0056] The data held by the second input port 123 is input by the gaming microcomputer 111 through the second input port 123. The address assigned to the chip 123 is decoded to By asserting the enable signal CE (Chip Enable) (changing to a valid level), The same can be said for the third input port 124 and the first input port 122 described later. be.
[0057] In addition, the input unit 120 receives a detection signal of the RAM initialization switch 112, a dispensing control device 20 0 (the frame radio wave sensor installed on the front frame 12 detects radio waves) A dispensing busy signal (a signal output based on the dispensing control device 200 being able to receive a command) (Signal indicating whether the dispenser is in a normal state or not), and (Status signal indicating a dispenser abnormality) , Shoot ball out switch signal (signal indicating a lack of game balls before payout), Overflow Switch signal (a predetermined amount of game balls is stored in the lower tray 23 (full) When an out ball is detected, the out ball detection switch signal (when an out ball is detected, the The signal output when the signal is received is supplied to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided for supplying
[0058] The out ball detection switch signal is generated when an out sensor (not shown) detects an out ball of the gaming machine 10. This is a signal output from the out sensor each time a ball is detected. For example, The output switch signal is generated by a discharge port (not shown) that discharges game balls (out balls) from the gaming machine 10. A discharge flow path (not shown) is provided between the ball outlet 30a and the ball outlet 30b. is the gaming performance (for example, the number of bets per a given operation (for example, 60,000 out balls) The calculated gaming performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In this case, the out ball detection switch signal becomes a trigger to switch to the game performance or customer waiting screen display. For example, the performance display device 135 may be used to determine the operating state. A 4-digit, 7-segment LED that displays game performance in decimal or hexadecimal. It is possible.
[0059] In addition, the gaming machine 10 is provided with a vibration sensor switch for detecting vibrations. The detection signal of the switch is input to the first input port 122 or the third input port 124. It can also be.
[0060] In addition, the game control device 100 receives a power failure monitoring signal, a reset signal, etc. from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. A power failure monitoring signal from the power supply device 400 and an initialization switch from the RAM initialization switch 112 are The switch signal is first input to the first input port 122 and then transmitted to the game device via the data bus 140. In other words, the signals equivalent to the signals from the various switches mentioned above are input to the microcomputer 111. The terminal for receiving signals from the outside provided in the gaming microcomputer 111 is treated as This is because there are limitations on numbers.
[0061] On the other hand, the reset signal RESET, which has been noise-removed by the Schmitt buffer 125, is The signal is input directly to the reset terminal of the gaming microcomputer 111, and is also input to the output section The reset signal RESET is supplied to each port of the output section 130. By outputting the signal directly to the relay board 70 without changing the relay board 70, the signal can be output to the test firing device. The port (not shown) is configured to turn off the test firing signal held in the port. The reset signal RESET is configured to be output to the test firing device via the relay board 70. The reset signal RESET may be input to the first to third inputs of the input section 120. It is not supplied to ports 122, 123, and 124. Just before the reset signal RESET is input The data set in each port of the output unit 130 by the gaming microcomputer 111 is It is necessary to reset the device to prevent malfunction, but the reset signal RESET is input immediately before The data read by the gaming microcomputer 111 from each port of the input unit 120 is This is because it is discarded by resetting Conn. 111.
[0062] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer disposed on the communication path from the gaming microcomputer 111 to the payout control device 200 The game control device 100 is provided with a performance control device 300 and a payout control device 132. Data is transmitted to the game device 200 via serial communication. Serial communication to the exit control device 300 and the dispensing control device 200 is performed by the performance control device 300. It is a one-way communication that prevents signals from being input to the game control device 100.
[0063] Furthermore, the output unit 130 is connected to a data bus 140 and receives a test firing signal from a certification agency (not shown). Data informing the test device of the special pattern information of the variable display game and a signal indicating the probability of winning The buffer 133 that outputs the above signals via the relay board 70 can be mounted. The 133 is a pachinko machine that is installed in an amusement facility (mass-produced product) This is a part that is not mounted on the control device (main board). The detection signal of the switch that does not require processing, such as the start switch, is not passed through the buffer 133. It is supplied to the test firing device via a relay board 70.
[0064] On the other hand, the magnetic sensor 61 and the radio wave sensor 62 cannot be directly supplied to the test firing device. Any detection signal that cannot be detected is temporarily taken into the gaming microcomputer 111 and added to other signals or information. The signal is then output as an error signal, for example, to indicate that the gaming machine is in an uncontrollable state. The data is supplied from the data bus 140 to the test firing device via the buffer 133 and relay board 70. The relay board 70 receives the signal output from the buffer 133 and performs a test firing. The signal line of the switch detection signal that does not go through a buffer is relayed. The relay board 70 is provided with a connector and the like. A chip enable signal CE (not shown) output from the chip enable circuit 1 is also supplied. The signal from the port selected by the blue signal CE is supplied to the test firing device. is.
[0065] In addition, the output unit 130 is connected to a data bus 140 and is connected to a special variable prize device 38 (big prize Opening and closing data of the large prize opening 1 solenoid 38b that opens and closes the opening and closing member 38c of the prize opening 1, A large prize opening 2 solenoid 9 for opening and closing the opening / closing member 95c of the variable prize winning device 95 (large prize opening 2) 5b opening and closing data, a normal solenoid that opens and closes the movable member 37b of the normal variable winning device 37 A first output for outputting the opening / closing data of 37c and the display data of the performance display device 135 A port 134a is provided.
[0066] The output unit 130 also includes a third device for outputting display data for the probability setting value display device 136. The output unit 130 is provided with two output ports 134b. Depending on the content to be displayed, the segment wire to which the LED anode terminal is connected is turned on or off. A third output port 134c for outputting data, the cathode of the LED of the collective display device 50 The fourth output port 1 for outputting the on / off data of the digit line to which the pin is connected 34d is provided.
[0067] In addition, the output unit 130 outputs information about the gaming machine 10, such as big win information, to the external information terminal board 71. The external information terminal board 71 is provided with a fifth output port 134e for outputting to the A photorelay is provided, and an external device (such as an information collection terminal or It can be connected to an internal management device (hall computer, etc.) and transmits information about the gaming machine 10. It is possible to supply the signal to an external device via a photorelay. A part of the information to be supplied to the device is output from the fourth output port 134d. From the port 134e, a release permission is sent to the dispensing control device 200 via the Schmitt buffer 132. A signal is also output.
[0068] Furthermore, the output unit 130 includes a large prize port solenoid output from the first output port 134a. The solenoid 38b, the specific area solenoid 38d, and the general power solenoid 37c receive opening and closing data signals. A first driver (drive circuit) 138a that generates and outputs a solenoid drive signal, a third output port The on / off drive of the segment line of the current supply side of the collective display device 50 outputted from the output 134c The second driver 138b outputs a driving signal, and the fourth output port 134d outputs a general table. A third driver that outputs an on / off drive signal for the digit line on the current sink side of the display device 50. 138c, the fifth output port 134e and the fourth output port 134d are connected to an external device such as a management device. a fourth driver 138d for outputting an external information signal to the external information terminal board 71; The display data signal of the performance display device 135 outputted from the input port 134a is received and the performance display is performed. A fifth driver 138e is provided for generating and outputting a drive signal for the device 135.
[0069] The first driver 138a is configured to drive a solenoid that operates at 32 V. Therefore, a power supply voltage of DC 32V is supplied from the power supply device 400. A second driver 138b that drives 50 segment lines is supplied with DC 12V. The third driver 138c drives the digit line by drawing a current through the digit line according to the display data. Since the purpose is to drain the power, the power supply voltage can be either 12V or 5V.
[0070] The second driver 138b outputs 12V to the anode of the LED via the segment line. A third driver 138c supplies a current to the terminal and outputs a ground potential. By drawing out the current through the segment line, the selected pixels are dynamically driven. The power supply voltage flows through the LED to light it up. The 4 driver 138d is supplied with DC12V to provide a 12V level to the external information signal. The buffer 133, the first output port 134a, the first driver 138a, etc. The output section 130 of the game control device 100, that is, the output section 130 is provided on the relay board 70 side, not on the main board. Also, the performance display device 135 or the fifth driver 138e and the performance The display device 135 is an external device, not an output unit 130 of the game control device 100, i.e., a main board. Alternatively, the sensor may be provided on the external circuit board (not shown).
[0071] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided for transmitting information such as the number of times the photocoupler 139 is used. The gaming microcomputer 111 transmits and receives data to and from the inspection device 490 via serial communication. The data transmission and reception is performed by the following: The serial communication terminal of the gaming microcomputer 111 is the same as that of a general-purpose microprocessor. Since the above is performed using the first to third input ports 122, 123, and 124, No ports are provided.
[0072] Next, the configuration of the performance control device 300 will be described with reference to FIG. 4. FIG. 4 shows the first embodiment. FIG. 1 is a block diagram showing an example of the configuration of a performance control device of this embodiment. The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is a A graphic processor that performs image processing for displaying images on the display device 41 according to the code and data. The processor is the VDP (Video Display Processor) 312, and various melodies and effects are The device is equipped with a sound source LSI 314 that controls the output of sound to reproduce sounds from a speaker 19. There are.
[0073] The main control microcomputer 311 contains a P PROM321, consisting of ROM (programmable read-only memory), provides working space FeRAM ( Ferroelectric RAM) 323, which generates information indicating the current date and time (date, day of the week, time, etc.) An RTC (real-time clock) 338 that serves as a timekeeping means is connected. The microcomputer 311 also includes a RAM 311a that provides a working area. In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 receives commands (performance commands) from the gaming microcomputer 111. It analyzes the input (commands), determines the content of the performance, and instructs the VDP312 on the content of the output video and audio. It instructs the source LSI 314 to play sounds, lights up decorative lamps, and controls the drive of motors and solenoids. It also performs processes such as managing performance time.
[0074] The VDP 312 includes a RAM 312a that provides a working area, and a The VDP 312 also includes a scaler 312b for converting character images and Image ROM 325 in which video data is stored, and characters read from the image ROM 325 Ultra-fast VRAM326 used to expand and process image data such as graphics. is connected.
[0075] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power The parallel data transmission method is used to transmit and receive data. By sending and receiving data over a single line, commands and data can be sent in a shorter time than with serial communication. can be done.
[0076] The VDP 312 transmits the image of the display device 41 and the glass frame 15 and the like to the main control microcomputer 311. A vertical synchronization signal VSYN for synchronizing the lighting of the decorative lamps provided on the game board 30 C, the synchronous signal STS that gives the data transmission timing is input. The main control microcomputer 311 is notified of the processing status, such as the completion of drawing to the VRAM, by the Waiting to receive input signals INT0 to n and commands and data from the main control microcomputer 311 A wait signal WAIT or the like is also input to inform the user that the state is as above.
[0077] The performance control device 300 is equipped with an LVDS (Low Voltage Differential Signaling) A signal conversion circuit 313 is provided for generating a video signal to be transmitted to the display device 41 by a video signal transmission method. The VDP 312 outputs video data, a horizontal sync signal HSY, and a digital signal SYNC to the signal conversion circuit 313. NC and vertical sync signal VSYNC are input and generated by VDP312. The image thus converted is then displayed on the display device 41 via the signal conversion circuit 313 .
[0078] The sound source LSI 314 is connected to an audio ROM 327 in which audio data is stored. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. The sound source LSI 314 also transmits an interrupt signal I NT is input to the performance control device 300. The upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) and the front frame 12 The lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) are driven. An amplifier circuit 337 including an audio power amplifier and the like is provided, and a sound source LSI The sound generated in 314 is output from the speaker 19 via an amplifier circuit 337 .
[0079] In addition, the performance control device 300 receives commands sent from the game control device 100. An interface chip (command I / F) 331 is provided for receiving commands. The decoration feature transmitted from the game control device 100 to the performance control device 300 via the I / F 331 The number of reserved figures, special figure decorations, fluctuations, stop information, etc. are controlled by the performance control. The game control device 100 receives the command signal (performance command) from the game microcomputer 111. The main control microcomputer 311 of the performance control device 300 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V. In order to operate the command I / F 331, a signal level conversion function is provided.
[0080] In addition, the performance control device 300 includes a game board 30 (including a center case 40) A board decoration LE that drives and controls a board decoration device 46 having LEDs (light emitting diodes) and the like. D control circuit 332, a frame having an LED (light emitting diode) provided on the glass frame 15 A frame decoration LED control circuit 333 for driving and controlling a decoration device (such as the frame decoration device 18, etc.), A board presentation device 44 (for example, a display device) provided on the board 30 (including the center case 40) A board game device that controls the driving of movable props (movable props, etc.) that cooperate with the performance display in the device 41 to enhance the performance effect. A control circuit 334 for controlling the output of a movable body is provided. These control circuits 332 to 334 are connected to the main control unit 330 via an address / data bus 340. The glass frame 15 is connected to a microcomputer 311 for displaying the image. A frame production device having a drive source such as a motor for operating the frame production device is provided, and the frame production device is driven and controlled by the drive control. It may also be equipped with a frame performance movable body control circuit that controls the frame performance movable body control circuit.
[0081] Furthermore, the performance control device 300 includes a performance button switch 25a of the performance button 25 and an option The setting switch 29n of the motion setting unit 29 and the initial position of the motor in the board performance device 44 are detected. The main control is performed by detecting the on / off state of the performance prop switch 47 (performance motor switch) The function of inputting the detection signal to the microcomputer 311 for the production control device 300 and the function of adjusting the volume of the sound produced by the production control device 300 are also included. The function of detecting the state of the node switch 335 and inputting a detection signal to the main control microcomputer 311 In FIG. 4, the option setting unit 29 is provided with a switch input circuit 336 having the following configuration. For convenience, the switches are collectively referred to as the setting switch 29n. The state of each switch (cross cursor switch, center switch, accessory switch) is switched on. The output circuits 336 are connected so that each switch state can be detected individually. Detection signals indicating the states are input to the main control microcomputer 311.
[0082] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-mentioned configuration. A motor is used to provide a desired level of DC voltage to the power supply or the electronic components it controls. A DC32V supply for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V for driving the converter and LEDs, and DC5V for the power supply voltage of the command I / F331. In addition to V, it generates a voltage of DC15V to drive motors, LEDs, and speakers 19. Furthermore, the main control microcomputer 311 is configured to be 3.3V or 1.2V. When using an LSI that operates on a low voltage such as DC3. A DC-DC converter for generating 3V or DC 1.2V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.
[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is The reset signal is sent to the main control microcontroller 311 to reset the device. The signal output from 311 is VDP312 (VDPRESET signal), and the sound source LSI314. and an amplifier circuit 337 (SNDRESET signal), a control circuit for driving and controlling lamps, motors, etc. The IORESET signal is supplied to the control circuits 332 to 334 to reset them. In addition, a cooling fan 45 for cooling each part of the gaming machine 10 is connected to the performance control device 300. When the power supply of the performance control device 300 is turned on, the cooling fan 45 is driven. In addition, the circuit board constituting the performance control device 300 is a sub-control board (also called a sub-board). This is equivalent to the above.
[0084] Next, the game control performed in these control circuits will be described. In the CPU 111A of the gaming microcomputer 111 of the gaming control device 100, Based on the input of a game ball detection signal from the gate switch 34a provided in 4, A random number value for hit judgment is extracted and compared with the judgment value stored in ROM111B, and the normal figure fluctuation is The display unit 50 performs a process to determine whether the displayed game is a winning or losing game. The pattern display unit 55 displays the identification pattern (identification information) for a predetermined period of time in a variable manner, and then displays the identification pattern in a stationary manner. The process of displaying the dynamic display game is performed. If the result of this dynamic display game is a win, The normal symbol display unit 55 displays special symbols corresponding to the first to third winning symbols. The result state is displayed, and the normal power solenoid 37c is operated, and the normal variable winning device 37 The movable member 37b is opened as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 controls the conversion member (movable member 37b) The conversion control execution means performs conversion control. In this case, control is performed to display the result of the miss on the regular pattern display unit 55.
[0085] In addition, the detection signal of the game ball from the start hole 1 switch 36a provided in the start winning hole 36 Based on the input, the start winning (start memory) is memorized, and based on this start memory, the first special chart changes A random number for determining whether a displayed game is a big win is extracted and compared with the determination value stored in ROM 111B. In comparison, the first special chart variation display game is judged to be a hit or miss. Based on the input of a game ball detection signal from the start port 2 switch 37a provided on the winning device 37, Based on this, a start memory is stored, and based on this start memory, a jackpot judgment of the second special chart variable display game is made. A random number value is extracted and compared with a judgment value stored in ROM111B, and the second special chart variation display is performed. A process is performed to determine whether the game is a win or a loss.
[0086] Then, the CPU 111A of the game control device 100 executes the first special chart variable display game and the second special chart variable display game. 2. A control signal (performance control command, performance command) including the judgment result of the special chart change display game The special image 1 pattern display unit 53 of the collective display device 50 and the performance control device 300 are output. The special pattern 2 pattern display unit 54 displays the identification pattern (identification information) for a predetermined period of time in a variable manner, and then displays it in a stationary manner. That is, the game control device 100 performs a process of displaying a special chart variation display game. A starting winning area for the game ball flowing down the skill area 32 (starting winning port 36, normal variable winning device 37) The game control means controls the progress of the variable display game based on winnings.
[0087] In addition, the performance control device 300 controls the display based on the control signal from the game control device 100. The device 41 performs a process of displaying a decorative special chart change display game corresponding to the special chart change display game. Furthermore, the performance control device 300 performs the following based on the control signal from the game control device 100: Processing for setting the performance state, outputting sound from the speaker 19, controlling the illumination of various LEDs, etc. That is, the performance control device 300 performs the performance related to the game (variable display game, etc.). The above-mentioned production control means controls the above-mentioned.
[0088] Then, the CPU 111A of the game control device 100 determines whether the result of the special chart variable display game is a jackpot. In the case of a small win, the special result state or small win is displayed on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54. The process of displaying the winning result and generating a special game state or a small win game state (i.e. That is, the process of executing the special game and the small win game is performed. 2. Processing to generate a special game state when the result of the special chart change display game becomes a jackpot In the example, the CPU 111A controls the special variable entry by the large prize opening solenoid 38b. Control to open the opening / closing member 38c of the prize device 38 and allow game balls to flow into the big prize opening In this special game state, the CPU 111A places a predetermined number of balls (for example, For example, 9 balls are awarded or a certain amount of time has passed since the opening of the big prize hole. The process of opening the big prize gate until one of the above conditions is met is called one round. The game is controlled to continue (repeated) a specified number of rounds (cycle play). A game with a special chart change display (a special chart 1 change display game) or a game with a second special chart change display (a special chart 2 change display game) In the process of generating a small win game state due to the result of the dynamic display game being a small win, In this case, the CPU 111A controls the special variable prize device by using the large prize opening solenoid 38b. The opening and closing member 38c of the device 38 is opened to allow the game balls to flow into the big winning hole. Do this.
[0089] In addition, the opening and closing operation pattern of the large prize entrance performed in these small winning game states (opening and closing operation state For example, the opening and closing member is kept open for 200 ms at 1500 ms intervals. In this way, the game control device 100 performs the stop result mode four times. A special prize opening opening / closing control means for controlling the opening and closing of the special prize opening when a special result state is achieved. In addition, when the result of the special chart change display game is a miss, the CPU 111A performs a collective display. The result of the miss is displayed on the special pattern 1 display unit 53 and the special pattern 2 display unit 54 of the device 50. Take control.
[0090] In addition, the game control device 100 of the first embodiment is a probability variable in a special chart variable display game. However, probability fluctuation may be performed in the image-changing display game. For example, the game control device 100 may determine whether or not a special game is to be played based on the result of a special game. After the end of the state, a high probability state can occur as a gaming state. This high probability state is The probability of winning in a special chart variation display game is higher than the normal probability state. In addition, whether the first special chart change display game or the second special chart change display game is Even if the game results in a high probability state, the first special chart change display game and the second Both special chart change display games will be in a high probability state.
[0091] In addition, the game control device 100 determines the special game state based on the result of the special game. After the end of the state, a time-saving state (specific game state, normal high probability state) can be generated as a game state. In this time-saving state, the probability of winning the normal game (normal The probability is set to a high probability (normal high probability state) higher than 0, which is the normal probability (normal low probability state). This makes it possible to achieve a higher probability of winning than when the normal variable winning device 37 is in a normal low probability state. In addition, the opening time of the normal variable winning device 37 per unit time is controlled to be longer. Here, the normal variable winning device 37 in this embodiment is in the normal game state. In this case, the probability of releasing the movable member 37b is set to "0".
[0092] In addition, in the time-saving state, the execution time of the normal map change display game (normal map change time) is For example, the time required to stop the game is 500 ms. After 600 ms, the normal variation display game becomes a winning result, and the normal variation winning device 37 is opened. When released, the opening time (normal power opening time) and the number of openings (for example, 500msec x 1 time), the opening time of the second winning stop pattern (normal power opening time) and the number of openings (for example For example, 1700 ms x 2 times), the opening time of the third winning stop pattern (normal power opening time) and the number of openings ( For example, it can be set to 1700 ms x 3 times.
[0093] In addition, the control of the normal variable display game and the normal variable winning device 37 to the time-saving operation state is To achieve this, the game execution time, the normal map stop time, the number of normal power releases, and the normal power release The time may be set, for example, in the time-saving state, the above-mentioned general map variation display game is performed. The travel time (normal time) is controlled to be the second time that is shorter than the first time. It is possible to control the time (for example, 10000ms to 1000ms). In the game, the general map stop time for displaying the result of the general map change display game is set shorter than the first stop time. It is possible to control the second stop time so that it is short (for example, 1604 ms is 70 4m seconds). Also, in the time-saving state, the normal variation display game becomes a winning result. When the winning device 37 is opened, the opening time (normal power opening time) is set to the normal state (normal low probability state). It is possible to control the second opening time to be longer than the first opening time in the first state (for example, For example, 100 ms becomes 1352 ms. In addition, in the time-saving state, the normal map change display game For one winning result, the number of openings of the normal variable winning device 37 (normal power opening number) is set to the first opening. Set the second opening count to a number greater than the opening count (e.g., 2 times) (e.g., 4 times). It is possible. In addition, in the time-saving state, the probability of winning the game with the normal game variation display is The normal probability (normal probability) in the normal operating state (normal low probability state, for example, 1 / 251) (normal high probability state, for example, 250 / 251) It is possible.
[0094] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The time it takes to transform will be extended. Also, there will be multiple types of transformations with different types. It is also possible to set the time-saving state of the type. Also, when it hits, the first opening mode and the second In this case, the first opening mode and the second opening mode may be selected. The probability of selecting the mode may be different. In addition, the high probability state and the time-saving state may be independently set. Both can occur at the same time, or only one can occur. Also, the time-saving state is the normal power support state (normal power support or power support). It can also be called.
[0095] Next, the configuration of the collective display device will be described with reference to FIG. 5. FIG. 5 shows the configuration of the collective display device of the first embodiment. FIG. 1 is a diagram showing an example of a collective display device. The collective display device 50 includes a 7-segment LED_d1 and 7-segment LED_d2 and 16 LEs from LED_d3 to LED_d18 The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d 2, and LED_d3 to LED_d18, depending on the lighting state.
[0096] The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d2, By allocating various status display functions to LED_d3 to LED_d18, the round display A section 51, a special chart 1 reserved display section 52, a special chart 1 pattern display section 53, and a special chart 2 pattern display section 54. , a normal drawing pattern display section 55, a normal drawing reservation display section 56, a status display section 57, and a special drawing 2 reservation display section The round display unit 51 includes four LEDs, LED_d3 to LED_d6. The lighting state of the special game indicates the number of rounds in the special game. In the special game, the lighting state of the two LEDs, LED_d11 and LED_d12, The special pattern display unit 53 displays the number of reserved tickets that can be reserved. Depending on the lighting state of the ED (7 segment LEDs and 1 dot LED), the special chart 1 game The special pattern display unit 54 displays the pattern in the 7-segment LED_d2. The lighting state of the LEDs (7 segment LEDs and 1 dot LED) determines the special game 2. The general pattern display unit 55 displays the patterns in the game. The three LEDs, LED_d18 and LED_d20, are lit up to display the symbols in the normal game. The normal drawing hold display unit 56 is a two-LED LED_d15 and LED_d16. The status display unit 57 displays the number of reserved balls in the normal game by LED_d7, LE The lighting state of the three LEDs, D_d9 and LED_d17, determines the special game. Displays the game status. The special chart 2 reserve display unit 58 has two LEDs, LED_d13 and LED_d14. The number of reserved balls in the special chart 2 game is displayed depending on the lighting state of the LED.
[0097] The control of the gaming machine that performs such a game will be described below. The control executed by the gaming microcomputer 111 of the game machine 100 will be described. The control process by the control circuit 111 is mainly performed at a predetermined time interval (for example, 4 ms) including a main process. and timer interrupt processing.
[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be described with reference to FIG. 6 to FIG. 10. FIG. 6 is a flowchart (part 1) of the main process of the first embodiment. 7 is a second flowchart of the main process according to the first embodiment. FIG. 8 is a flowchart (part 3) of the main process according to the first embodiment. FIG. 10 is a flowchart showing the main process of the first embodiment (part 4). FIG. 5 is a flowchart showing the main process according to the first embodiment;
[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, a process for disabling interrupts (step S1) is performed. After this, the start address of the area where register values etc. are saved when an interrupt occurs is A stack pointer setting process (step S2) is performed to set a certain stack pointer. Next, register bank 0 is specified (step S3), and a specific register (for example, D register) is The upper address of the RAM start address is set in the RAM11 address register (step S4). The address range of 1C is 0000h to 01FFh, with 00h or 01h being the upper addresses. In step S4, 00h, which is located at the beginning of the address range of RAM 111C, is set. to.
[0100] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is sent when at least one of the game control device 100 and the payout control device 200 stops launching. When the stop signal is output, the device is set to the prohibited state and the release of the ball is prohibited. It is.
[0101] Then, the state of input port 1 (first input port 122) is stored in a first register (for example, B register). The register is read (step S6), and then the input port 3 (third input port 124) The state is read into a second register (eg, the C register) (step S7).
[0102] Here, a predetermined bit in the first register is masked and the other bits are cleared (step For example, the B register corresponding to the detection signal from the RAM initialization switch 112 Only the second bit of the first bit is retained, and the 0th, 1st, 3rd to 7th bits are cleared. Then, a specific bit in the second register is masked and the other bits are cleared. For example, the C register corresponding to the detection signal from the setting key switch 127 is Only the fourth bit of the row is retained, and bits 0 to 3 and bits 5 to 7 are retained. Clear.
[0103] The information in the first register is integrated into the second register, and the information held in the second register is written to RAM1. The information is stored as reference information that does not rely on the 11C (step S10). For example, The logical sum of the data and the C register is stored in the C register, and the C register is used as a status reference register. Hold.
[0104] For example, the value of the status reference register (C register) is "00000000B". The first bit, the third bit, the fifth bit through the seventh bit are cleared to "0". The second bit is "0" corresponding to the detection signal ON from the RAM initialization switch 112. , the 4th bit is "0" corresponding to the detection signal ON from the setting key switch 127 In other words, the value of the status reference register, "00000000B," indicates the RAM initialization state. The setting change key switch 112 is ON and the setting key switch 127 is ON. Indicates the change status.
[0105] In addition, the value of the status reference register, "00010000B", is the 0th and 1st bits, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "0" corresponding to the detection signal ON from the initialization switch 112, and the 4th bit is set This indicates that the detection signal from the key switch 127 is "1", which corresponds to OFF. The value of the status reference register is "00010000B" when the RAM initialization switch 112 is on. (ON) and setting key switch 127 is off (OFF), indicating the RAM initialization state. .
[0106] In addition, the value of the status reference register, "00000100B", is the 0th and 1st bits, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal OFF from the initialization switch 112, and the 4th bit is set This indicates that the detection signal from the key switch 127 is "0", which corresponds to ON. The value of the status reference register is "00000100B" when the RAM initialization switch 112 is off. 13 indicates a setting confirmation state in which the power is turned on (OFF) and the setting key switch 127 is turned on (ON).
[0107] In addition, the value of the status reference register, "00010100B", is the 0th and 1st bits, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal OFF from the initialization switch 112, and the 4th bit is set This indicates that the detection signal from the key switch 127 is "1", which corresponds to OFF. The value of the status reference register is "00010100B" when the RAM initialization switch 112 is off. (OFF) and setting key switch 127 is off (OFF) Shows.
[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signal from the RAM initialization switch 112 is stored in the C register. The storage position (second bit) of the output signal in the B register and the detection signal from the setting key switch 127 The storage position (4th bit) of the output signal in the C register is different from that in the B register. The detection signal from the RAM initialization switch 112 and the setting key switch are also calculated by the logical sum of the two signals. The detection signal from switch 127 is not lost but is stored.
[0109] After that, a process for setting a power-on delay timer is performed (step S11). In the process, a predetermined initial value is set, and the game control device 100 which constitutes the main control means A slave control means (for example, a dispensing control device 200 or Standby for waiting for the program of the slave control device (such as the performance control device 300) to start normally The time (for example, 3 seconds) is set. This allows the game control device 10 to temporarily operate when the power is turned on. 0 starts up first and sends a command to the slave control means before the slave control means starts up. In this way, it is possible to prevent the slave control means from missing a command. When the device 100 is powered on, the start of the master control means is delayed and the slave control means is waited for to start. The waiting means sets a predetermined waiting time for the
[0110] In addition, the timing of the power-on delay timer is used to check the validity of the data stored in the RAM area ( Storage areas that are not subject to checksum calculation (RAM areas or RAM areas not subject to validity check) This is done by using registers, etc. This allows checking the checksum of the RAM area, etc. When calculating data, there is no need to exclude a portion of the RAM area, so the data is This can prevent the control from becoming complicated.
[0111] The second register (C register) stores the detection signal of the RAM initialization switch 112. However, it is saved before the start of the standby time, so the RAM initialization The operation of the switch 112 can be saved reliably. That is, the RAM is initialized after the waiting time has elapsed. If you read the state of switch 112, the RAM initialization will start after the waiting time has elapsed. The RAM initialization switch 112 is operated, or the RAM initialization switch 112 is operated until the standby time has elapsed after the power is turned on. However, you can read the state before the wait time starts. This allows you to operate the device immediately after turning it on without having to go through such troublesome operations. The initialization operation performed when the power is turned on is not accepted. This can prevent such situations from occurring.
[0112] In addition, the detection signal of the setting key switch 127 is stored in the second register (C register). However, the setting is saved before the start of the standby time, so the setting In other words, the operation of the setting key switch 127 can be detected reliably after the waiting time has elapsed. If you set it to read the state of 7, the setting key switch 127 will be read after the waiting time has elapsed. or the setting key switch 127 has been operated continuously from power-on until the standby time has elapsed. However, by reading the state before the wait time begins, this hassle can be avoided. Even if you do not perform any new operations, the device will be detected as soon as you perform an operation after turning on the power. This prevents any setting changes or setting confirmation operations performed when the power is turned on from being accepted. This can prevent such situations from occurring.
[0113] Next, a process of setting a power-on delay timer (for example, about 3 seconds) (step S11 ), the process of timing the standby time and monitoring the occurrence of power outages during the standby time ( Steps S12 to S16 are performed. First, the power failure warning input from the power supply device 400 The number of times the monitoring signal is read and checked via the port and data bus (for example, twice ) is set (step S12), and it is determined whether the power failure monitoring signal is on or not (step Step S13).
[0114] If the power failure monitoring signal is on (step S13; Y), the power failure monitoring signal is set in step S12. It is determined whether the power failure monitoring signal is in the ON state for the number of checks (step S1 4). If the power failure monitoring signal does not remain on for the number of checks (step S14; N) is returned to the determination of whether the power failure monitoring signal is on or not (step S13). Also, if the power failure monitoring signal remains on for the number of checks (step S14; Y), that is, if it is determined that a power outage has occurred, the power supply to the gaming machine 10 is cut off. In this way, if the power outage monitoring signal is received continuously for a certain period of time, the power outage is notified. By determining that a power outage has occurred, it is possible to prevent false detection of a power outage due to noise, etc. It is possible to appropriately deal with any problems that may arise.
[0115] That is, the game control device 100 monitors the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the start of the game control device 100, which serves as the main control means. This makes it possible to respond to power outages that occur during the period, and prevents malfunctions when the power is turned on. It is possible to deal with the problem appropriately. Note that access to RAM111C is prohibited until the end of the waiting time. is not permitted and the memory contents from the last power outage are still retained. In the event of a power outage, there is no need to perform backup processing. Even if a power outage occurs during operation, there is no need to back up the RAM111C, and the burden of control is reduced. can be alleviated.
[0116] On the other hand, if the power outage monitoring signal is not on (step S13; N), that is, if a power outage occurs If not, the power-on delay timer is updated by "-1" (step S15). It is determined whether the timer value is "0" (step S16). If the standby time has not elapsed (step S16; N), the power failure monitoring signal The process returns to step S12, where the number of checks is set. " (step S16; Y), that is, when the waiting time has ended, Access permission for RWM (Read Write Memory) such as 1C and EEPROM (Step S17), and output off data to all output ports (set to a state where there is no output). (step S18).
[0117] Next, the serial port (a port that is pre-installed in the gaming microcomputer 111, (used for communication with the performance control device 300 and the dispensing control device 200) is set (step S19 ).
[0118] In step S20, a timer interrupt in the gaming microcomputer 111 (clock generator) is generated. The process starts the CTC circuit that generates the random number update trigger signal and the random number update trigger signal (CTC). Now.
[0119] In step S21, a RAM abnormality flag is set. The setting of the normal flag is temporary and will be used later to check for RAM anomalies. It can be updated in.
[0120] In step S22, the value of the power failure inspection area 1 in the RWM is a normal power failure inspection area check data. If the value of power failure inspection area 1 is normal, (Step S22; Y) The value of the power failure inspection area 2 in the RWM is normal. It is determined whether the data is 2 (for example, A5h) (step S23), and the power failure inspection area 2 If the value is normal (step S23; Y), calculate the checksum of a predetermined area in the RWM. Then, a checksum calculation process (step S24) is performed.
[0121] In addition, in the checksum calculation process, the data in the game control work area and the status display work area are The sum of the data in the area may be calculated as a checksum, or the game control work Calculate the checksum separately for the data in the status display work area and the data in the status display work area. Alternatively, the checksum may be calculated only from the data in the game control work area. The work area for game control is a working area in the memory area of the RWM that is used for game control. The work area for status display is the storage area in the RWM that is used for status display. This is an industry field.
[0122] Next, check whether the checksum calculated in step S24 matches the checksum at the time of power off. If the checksums are found to match (are normal), the If the result is "Y" in step S25, the RAM abnormality flag temporarily set in step S21 is is cleared (step S26).
[0123] If the checksums are determined to not match (are not normal) (step S25; N) skips step S26 and moves to step S27, and The RAM abnormality flag that was temporarily set becomes definitive. The check data in the power failure inspection area If it is determined that the data is not normal (step S22; N or step S23; N) However, by skipping step S26 and moving to step S27, the provisional The RAM error flag that was set automatically becomes definitive.
[0124] In step S27, the second register (C register) is referred to and the setting key switch 12 7 is ON and the detection signal of the RAM initialization switch 112 is ON. When the detection signal of the setting key switch 127 is ON and the detection signal of the RAM initialization switch 112 is ON, If the output signal is ON, the flow advances to step S33, and the detection signal of the setting key switch 127 is If the signal is on and the detection signal of the RAM initialization switch 112 is not on, step S Go to 28.
[0125] In addition, the game control device 100 detects the detection signal of the setting key switch 127 and the RAM initialization switch The detection signal of the switch 112 is stored in the second register (C register). The detection signal of the switch 127 and the detection signal of the RAM initialization switch 112 are simultaneously judged. The game control device 100 also detects the detection signal of the setting key switch 127 and the RAM Since the detection signal of the initialization switch 112 is stored in the second register (register C), Setting key switch 127 detection signal and RAM initialization before RAM validity check The detection signal of the switch 112 can be used as the object of judgment.
[0126] In step S28, the control unit determines whether the RAM abnormality flag is on. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., the RAM If the abnormality flag is cleared, the process proceeds to step S29.
[0127] In step S29, the control unit determines whether the setting change mode flag is on. If the setting change mode flag is on, the control unit proceeds to step S48. If the loading flag is not on, the process proceeds to step S30.
[0128] Steps S30 to S32 are performed when a RAM error occurs or when the power is cut off during setting. This is the process that is executed when the RAM is not cleared and the system is restarted after the system is restarted. Step S3 In step 0, the control unit transmits a main abnormality error notification command to the performance control device 300. As a result, the performance control device 300 controls the performance control device 300 to respond to the main abnormality error notification command. For example, the performance control device 300 receives a main abnormality error notification command. and display a message on the display device 41 informing the user of a restart that involves clearing the RAM. , and outputs a sound from the speaker 19. Also, the performance control device 300 outputs a main abnormality error - Upon receiving the notification command, the frame decoration device 18, the board decoration device 46, and the board performance device 44 Reports a main abnormal error.
[0129] In step S31, the control unit outputs the seven-segment display data at the time of game stop to the performance display device 135. At this time, the control unit displays a status corresponding to the main abnormality error on the performance display device 135. The control unit can display the 7-segment display data when the game is stopped. The control unit outputs the probability setting value to the probability setting value display device 136. It is possible to display numbers or characters that are not included in the probability setting value. The seven-segment display data including the ED display data may be output to the collective display device 50. At this time, the control unit may turn all the collective display devices 50 off or on.
[0130] In step S32, the control unit transmits the ON data of the security signal to the external information terminal board 71. At this time, the control unit controls the output of other signals from the external information terminal board 71. The control unit repeatedly executes steps S31 and S32. That is, the gaming machine 10 waits for the power to be cut off by connecting the external information terminal board 71 outputs a security signal. In addition, the gaming machine 10 waits for the power to be cut off. No signals other than security signals are output from the external information terminal board 71.
[0131] The control unit repeatedly executes steps S31 and S32 until the power supply is turned off. In this line, RAM access is not prohibited. When a n-Maskable Interrupt occurs, the return address can be stored in RAM, allowing program execution to be In this way, the control unit 100 performs the steps S31 to wait for the power supply to be cut off. The contents stored in the RAM during the repeated execution of step S32 are protected by prohibiting access to the RAM. However, the RAM contents are cleared when the game is restarted, as this is the condition for starting game control. In other words, the gaming machine 10 is designed to limit the risk that the contents of the RAM are not protected. While limiting the risks of being unprotected, the risk of program runaway can be reduced. The control unit repeats steps S31 and S32 until the power is turned off. In the row, by not prohibiting RAM access, steps S31 and S32 In this way, subroutines can be called, thereby improving program efficiency.
[0132] Steps S33 to S36 are processes related to preparation for changing settings. 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This is the process that is executed when the detection signal of No. 2 is ON.
[0133] In step S33, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the process proceeds to step S34. If not, the process proceeds to step S35.
[0134] In step S34, since the RAM abnormality flag is on, the control unit clears the set value. The setting value can also be cleared by setting an invalid value. Alternatively, from the viewpoint of preventing fraud, the most disadvantageous value to the player may be set. .
[0135] In step S35, the control unit performs a process of setting a setting change mode flag. The setting change mode flag is a flag indicating whether the gaming machine 10 is changing the setting or not. The setting change mode flag is set when the setting is being changed, and the setting change mode flag is set when the setting is not being changed. The constant change mode flag is cleared (reset).
[0136] In step S36, the control unit transmits a command for changing the setting to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command during the setting change. For example, the performance control device 300 receives a command during the setting change and A message informing the user that the device is in use is displayed on the display device 41, and a sound is output from the speaker 19. In addition, the performance control device 300 receives a command during a setting change and outputs the setting. The frame decoration device 18, the board decoration device 46, and the board performance device 44 notify the user that the setting is being changed. .
[0137] Step S37 is performed after the setting change preparation (steps S33 to S36), or This process is executed after the setting confirmation preparation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128 ms. Therefore, the gaming machine 10 continues to operate at least until the security signal control timer expires. A security signal is output during this period.
[0138] Steps S38 to S40 are for waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37. This will prevent the execution of processes related to waiting for the setting change to finish or waiting for the setting confirmation to finish. This makes it possible to grasp the situation from the department.
[0139] After enabling the interrupt (step S38), the control unit refers to the second register (C register). In step S 39). If the detection signal of the setting key switch 127 is OFF, the control unit 5, and if the detection signal of the setting key switch 127 is not OFF, proceed to step S40. .
[0140] In step S40, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. If a power outage occurs, proceed to step S41. If a power outage does not occur, proceed to step S42. In other words, the control unit 10 proceeds to step S39 when a power outage occurs while the interrupt is permitted in step S38. The device waits for the setting key to be turned off until
[0141] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S4 1) A process of outputting OFF data to all output ports is performed (step S42). Then, the power failure inspection area check data 1 is saved in the power failure inspection area 1 (step S43 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step S44). In addition, the checksum calculation process (step S45), and a process of saving the calculated checksum in the checksum area (step S46 ), then a process of prohibiting access to the RAM (step S47) is performed. Then, the power supply to the gaming machine is turned off. In this way, the check data is stored in the power failure inspection area. By saving the checksum before the power is cut off, When the power is turned on again, it is judged whether the information stored in the RWM has been correctly backed up. It can be determined.
[0142] Step S48 is a process for determining whether the setting change mode flag is ON in step S29. In step S48, the control unit refers to the second register (C register). The control unit checks whether the detection signal of the setting key switch 127 is on or not. If the detection signal of the setting key switch 127 is ON, the flow advances to step S49. If the detection signal of the switch 127 is not on, the process proceeds to step S51.
[0143] Steps S49 and S50 are processes related to preparation for setting confirmation. In step 9, the control unit performs a process of setting a setting confirmation mode in progress flag. The in-progress flag is a flag indicating whether the gaming machine 10 is in the process of checking the settings. The setting check mode flag is set when the setting is not being checked. The flag is cleared (reset). In step S50, the control unit This command is sent to the performance control device 300. For example, the performance control device 300 performs a setting check When the command is received, a message is displayed on the display device 41 indicating that the setting is being confirmed. The performance control device 300 also displays a display and outputs a sound from the speaker 19. The frame decoration device 18, the board decoration device 46, and the board performance device 44 receive the command during the confirmation of the setting. After that, the control unit proceeds to step S37.
[0144] On the other hand, in step S48, the control unit 124 determines that the detection signal of the setting key switch 127 is ON. If it is determined that there is no such a case, step S51 is executed. 2 register (C register) to check whether the detection signal of the RAM initialization switch 112 is on. The control unit determines whether the detection signal of the RAM initialization switch 112 is ON. If the detection signal of the RAM initialization switch 112 is not ON, the process proceeds to step S52. In other words, the gaming machine 10 proceeds to step S58 when the RAM initialization switch 112 is pressed. By detecting the startup with operation, the process proceeds to execute the RAM initialization (RAM clear), and R Processing related to power outage recovery by detecting startup without pressing the AM initialization switch 112 Proceed to execution.
[0145] Next, the process of initializing the RAM performed in step S52 and subsequent steps will be described. In the process of AM initialization, the control unit clears the RAM area other than the setting value to 0 (zero clear). (a) (step S52) The initial values at the time of RAM initialization are saved in the area to be initialized ( Step S53). For example, the control unit may set the RAM clear address as the first address when the RAM is cleared. Set the rear start address 2 and the memory area (access The data of the clear target area (game control work area) among the prohibited areas Clear to zero.
[0146] The setting change mode flag and setting confirmation mode flag are cleared when the Since it is included in the data, it is cleared by clearing the data in the area to be cleared to zero. .
[0147] In step S54, the control unit sends a command for initializing the RAM to the performance control device 300. As a result, the performance control device 300 transmits the performance command corresponding to the command at the time of RAM initialization. For example, the performance control device 300 receives a command for initializing the RAM. A message informing the user that the RAM has been initialized is displayed on the display device 41, and the The performance control device 300 outputs a sound from the speaker 19. When the RAM is initialized, the frame decoration device 18, the board decoration device 46, and the board performance The notification is made by device 44.
[0148] The control unit also performs processing (steps) related to waiting for the setting change to be completed or waiting for the setting confirmation to be completed. After steps S38 to S40 are executed, the detection signal of the setting key switch 127 is OFF. If it is detected that an interrupt has occurred, step S55 is executed. After that, a notification end command is sent to the performance control device 300 (step S 56).
[0149] As a result, the performance control device 300 can execute the setting change command that was started by receiving the setting change command. A setting check that was started by receiving a command to notify that a change is being made or to check the settings The notification that the device is in the middle of the process is ended.
[0150] Next, the control unit refers to the setting change mode flag to determine whether or not the device is in the setting change mode. If the setting change mode is in progress, the control unit 100 determines whether the setting change mode is in progress (step S57). Proceed to 2 and execute the process related to RAM initialization. Meanwhile, the control unit is in the setting change mode. If not, the process proceeds to step S58, where processing related to power recovery is performed.
[0151] In step S58, the control unit executes a power failure recovery process. Save the initial value when the power is restored in the area to be used, and refer to the special chart status to ensure high accuracy of the special chart game. If the special game is in a high probability state, the high probability notification flag is set in the high probability notification area. Process to save ON information and ON data of high probability notification LED in segment area Includes.
[0152] The areas to be initialized in the power outage recovery process are the power outage inspection area and the checksum area. , setting change mode flag, setting confirmation mode flag, and error monitoring area In the power failure recovery process, the dispensing control device 200 is checked whether it is in a state where it can receive commands. The busy signal status area that stores the status of the payout busy signal, which is a signal that indicates whether The state of the payout busy signal is set to an indefinite state, which indicates that the state of the payout busy signal has not been determined. The touch switch signal status monitoring area that stores the state of the touch switch signal is also cleared. This is an indefinite state which indicates that the state of the switch signal has not been determined.
[0153] Next, the control unit transmits a power failure recovery command corresponding to the special game processing number to the production control board. (performance control device 300) (step S59), and proceed to step S60. In step S59, the model specification command, the number of reserved special charts 1 command, the number of reserved special charts 2 command, Probability information command, probability setting value information command, screen specification command, etc. In addition to these commands, some models may also send information on the number of effects and high probability times. The screen specification command is to send the special chart 1 variation display game and the special chart 2 variation The control state of the displayed game is normal processing (fluctuation, jackpot (first special game state), If the player is in a small win state (not in the second special game state), the customer waiting demo will start. This is a command to display the screen, otherwise it commands the display of the recovery screen. This is a command.
[0154] In step S60, the control unit performs a process of starting and setting up the random number generating circuit. The value of a specific register (soft random number registers 1 to n) in the random number generation circuit at power-on is extracted. The corresponding initial value random numbers (big hit pattern initial value random number, small hit pattern initial value random number, hit initial The initial value (start value) of the random number for the initial value of the winning pattern is set in a specified area of the RWM. After the process is started (step S61), an interrupt is permitted (step S62).
[0155] Next, the control unit updates the values of various initial value random numbers to create initial value random numbers to break the regularity of the random numbers. In this initial value random number update process, each initial value random number is updated. For example, each of them is updated (incremented) by "+1". 10 is a random number that is generated by updating the initial random number as long as time allows in the main process. This allows for increased randomness.
[0156] Here, the control unit temporarily prohibits interrupts (step S64) and resumes the performance display editing process. After the performance display editing process is executed (step S65), interrupts are permitted (step S66). The performance display editing process is a process related to the calculation and display of the base. Because the processing load of the display and editing process is relatively high, interrupts are prohibited to obtain faster processing results. As a result, the gaming machine 10 updates the gaming state by timer interruption. By this time, the processing results of the performance display editing process are guaranteed to be derived.
[0157] In step S67, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. If a power outage occurs, proceed to step S41. If a power outage does not occur, proceed to step S42. Go to 63.
[0158] In other words, the control unit performs steps S63 to S67 unless a power outage occurs. In detail, if no power outage occurs, the control unit executes the initial Repeatedly update random values, edit performance display, and check power outage monitoring signals (loop processing) Do.
[0159] Then, before the initial value random number update process (step S63), interrupts are permitted (step S 66) so that if a timer interrupt occurs during the initial value random number update process, the interrupt process takes priority. The timer interrupt is delayed by the initial value random number update process. This can avoid overloading the interrupt processing.
[0160] Similarly, before the performance display editing process (step S65), interrupts are inhibited (step S6 4) By doing so, the performance display editing process will be executed with priority over the timer interrupt. This makes it possible to avoid putting pressure on the performance display editing process.
[0161] From the above, the main control means (game control device 100) that controls the game in an integrated manner and the A slave control means (a dispenser control device 200) that performs various controls according to instructions from the control means. In a gaming machine equipped with a performance control device 300, the main control means and setting a predetermined waiting time for delaying the start of the master control means and waiting for the start of the slave control means. A standby means (game control device 100) for determining whether a power outage has occurred during the predetermined standby time. The game control device 100 is equipped with a power outage monitoring means for monitoring the power outage.
[0162] In addition, a power supply device 400 is provided to supply power to the various devices. The power failure monitoring means (game control means) is configured to output a power failure monitoring signal when the occurrence of the power failure is detected. The power failure monitor device 100 determines that a power failure has occurred when the power failure monitor signal is continuously received for a predetermined period of time. This means that the determination is made as follows.
[0163] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation section (RAM initialization switch 112) that can be operated from the outside, and an initialization operation section An initialization means for initializing data stored in the RAM 111C based on the operation of the (Game control device 100), and the operation state of the initialization operation unit is set to the standby time before the start of the standby time. This means that the data is read in.
[0164] In addition, the game control device 100 performs the initialization process when data is abnormal (first initialization process) and the initial This function distinguishes between the initialization process (first initialization process) and the initialization process (second initialization process) during initialization. Since the first initialization step and the second initialization step are included, optimal and efficient initialization processing according to the situation can be performed. It can be realized.
[0165] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, Setting operation section that can be operated from the outside (setting value change switch 126, setting key switch 12 7) The setting values stored in RAM111C are changed based on the operation of the setting operation section. By providing a setting change means (game control device 100) for changing the settings, it is possible to change the settings. In addition, the setting display unit (probability setting value display device 136) allows you to check the setting (setting value). In addition, the main control means (game control device 100) stores the RAM This means that access to 111C is permitted.
[0166] In addition, the main control means (game control device 100) controls access to the RAM (RAM111C). (Step S47) to wait for the execution of all processes to stop. Loop after step S47) and permitting access to RAM (RAM111C) (step RAM abnormality standby process (step S17) that waits for all processes to stop The loop of steps S31 and S32 can be executed.
[0167] Here, we will explain the standby process when a power outage occurs and the standby process when a RAM abnormality occurs. The machine process is executed after access to the RAM is prohibited in step S47 of the main process. This is a loop process that waits for all processes to stop. Since this is executed after interrupts are prohibited in step S41 of the main process, the NMI interrupt is Interrupts that are not NMI (timer interrupts) are disabled. Regarding interrupts, since it is not possible to disable interrupts, an NMI interrupt may occur. However, since the standby process at the time of power outage is a process that is executed when a power outage occurs, There is little risk of an NMI interrupt occurring during execution. In addition, the standby process in the event of a power outage is This is a standby process that does not involve a power outage. In addition, the gaming machine 10 can redirect access to the RAM during standby processing at the time of power failure. By prohibiting this access, the risk of RAM contents being altered due to unstable voltage is reduced. There are.
[0168] The RAM abnormality standby process is executed in step S17 of the main process. This is a loop process that is executed after access is permitted and waits for all other processes to stop executing. In addition, the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process. Since the timer is stopped, interrupts other than NMI interrupts (timer interrupts) are disabled. The power-on standby process cannot disable the NMI interrupt. An MI interrupt may occur. The RAM abnormality standby process is a process to wait for power to be cut off. , the risk of an NMI interrupt occurring during execution of this process is greater than that of standby processing at the time of a power outage. However, the RAM abnormality standby process does not allow access to the RAM even if an NMI interrupt occurs. Since this is enabled, the return address can be stored in RAM and an NMI interrupt occurs. In addition, the gaming machine 10 is in step S30. A command for notifying an abnormality in the RAM is sent to the performance control device 300. During the execution of the standby process, the performance control device 300 can notify an abnormality in parallel. This allows the gaming machine 10 to be expected to restart quickly.
[0169] [Timer interrupt processing] Next, the timer interrupt process of the game control device 100 will be described with reference to FIG. 1 is a flowchart showing a timer interrupt process according to a first embodiment of the present invention. Interrupt processing is performed from when interrupts are permitted until they are prohibited in the main processing described above. During (from step S38 to step S41, from step S38 to step S55 Step S66 to Step S64, Step S66 to Step S41) The timer interrupt process is executed by the CPU 111A. .
[0170] The timer interrupt process is a periodic timer generated by the CTC circuit in the clock generator. The game is started when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the interrupt is automatically disabled and the timer interrupt processing is The process begins.
[0171] When the timer interrupt process is started, first, register bank 1 is specified (step S7 1). By switching to register bank 1, the specified register (for example, The register save process is performed to move the values held in the RWM register (registers used in the RWM). Next, the RAM start address is written to a specific register (e.g., D register). In step S72, the upper address of the The same process as in step S4 in the previous section is performed, but the register bank is different.
[0172] Next, input from various sensors and switches, and acquisition of signals, that is, each input port In step S74, the control unit refers to the setting change mode flag and the setting confirmation mode flag, and The control unit determines whether the device is in a setting change mode or a setting confirmation mode. If the confirmation mode is in progress, the process proceeds to step S75, where the setting change / confirmation process is executed, and the timer The interrupt process ends. Meanwhile, the control unit If there is no deviation, the process proceeds to step S76.
[0173] In step S76, the control unit performs the process based on the output data set in the various processes. Driving actuators such as the solenoid (the main prize solenoid 38b, the general power solenoid 37c) Executes output processing for control, etc.
[0174] In addition, when a signal to stop firing is output in step S5 in the main process, this output process This causes a launch permission signal to be output, and the launch permission signal can be set to the permitted state. This launch permission signal is output to the launch control device via the payout control device. At that time, no processing of the signal is performed. The launch permission signal is transmitted to the game control device 1. 00, and the first signal indicating the release permission state as seen from the payout control device 200. A second signal (a firing permission signal) indicating the permission state is also generated within the dispensing control device 200. That is, two launch permission signals are output to the launch control device, When both are permitted to be launched, the game ball is configured to be ready to be launched. is.
[0175] Next, the control unit transmits the commands set in the transmission buffer by various processes to the dispensing control device 20. 0, a payout command transmission process (step S77), a random number update process 1 (step S7 8), execute the random number update process 2 (step S79). Here, the random number update process 1 is The big win pattern random number, small win pattern random number, winning random number, and winning pattern that are the subject of the value random number update process This is a process to update the initial value (start value) of the pattern random number. Random number update process 2 is A variation pattern random number for determining the variation pattern in the variation display game of special chart 1 and special chart 2 This is a process to update the random number. Update process 2 may be configured to stop random number updates during setting changes or to change the update cycle. stomach.
[0176] Next, the control unit 36a starts the first switch, 37a starts the second switch, and switch 34a, prize winning port switch 35a, large prize winning port switch 38a, specific area switch 38 Monitors whether there is a normal signal input from e, and monitors errors (front frame or glass frame is open). The winning port switch / status monitoring process (step S80) is performed to check whether the winning port switch / status is being used or not. Now, the start port 1 switch 36a and the start port 2 switch 37a are monitored for winning. The start switch monitoring process (step S81) is performed. The first start winning hole 36 or the second start winning hole 36 is a normal variable winning device. When a game ball enters the slot 37, various random numbers (jackpot random numbers, etc.) are extracted, and the special chart changes. A game result pre-determination system for determining a game result based on the winning before the start of a displayed game. Make a judgment.
[0177] Next, the control unit performs processing related to the special chart 1 variable display game (special chart 1 game processing ( Step S82), Special Chart 2 Game Processing (Step S82) S83) is followed by the so-called two-game processing (S84). Step S830) is executed, and then the process related to the game of ... Then, the processing is performed (step S84).
[0178] Next, a display of the special chart variable display game and various information related to the game are displayed on the gaming machine 10. A segment LED (for example, a LE such as the special pattern display unit 53 of the collective display device 50) D) to display desired content. ), and performs a process of checking the detection signal from the magnetic sensor 61 to determine whether there is any abnormality. Magnet irregularity monitoring process (step S86), checking the detection signal from the panel radio wave sensor 62 A process to determine whether there is any abnormality is performed. A process to monitor radio wave irregularities (step S87) is performed. Then, an external information editing process sets signals to be output to various external devices in the output buffer. Then, the timer is turned on by performing a process (step S88), a process (step S89) for controlling the performance display device. Ends the interrupt process.
[0179] Here, in the first embodiment, the process of restoring the interrupt disabled state (i.e., the process of allowing the interrupt) is performed. register bank assignments (i.e., register bank 0 is reset) and register bank assignments are restored (i.e., register bank 1 is reset). The specified process is automatically performed at the time of interrupt return (at the end of timer interrupt processing). Depending on the CPU used, the process of restoring the interrupt disabled state and the register buffer may be In some gaming machines, it is necessary to command the execution of a process to restore the designation of the link.
[0180] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to FIG. A figure showing a flowchart of main processing in the performance control device of the embodiment.
[0181] The main process is performed by controlling the performance control device 300 when the power supply to the pachinko machine 1 is started. This is processing executed by the CPU 311. [Step D11] The control unit prohibits interrupts.
[0182] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits an interrupt.
[0183] [Step D15] The control unit permits the generation of display data. The display circuit (not shown) in the DP312 accesses the VRAM (not shown) in the VDP312. This allows the device to perform a search and generate display data.
[0184] [Step D16] The control unit sets a random number seed. This is done, for example, by using the srand function. This is a process of setting a pseudorandom number generation sequence using the srand function. The argument to the number may be a fixed value such as 0 (zero), or may be different for each gaming machine. It is also possible to use a value created based on the ID value of the CPU, etc.
[0185] [Step D17] The control unit 300 RWM (for example, RAM 322) In the area to be initialized (for example, a flag area for performance (control of the performance control device 300) The initial values at power-on are set in the memory area (used as various flags in the control process, which will be described later). To play.
[0186] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes a performance button input process. When the effect button 25 (effect button switch 25a) is operated while it is enabled, editing is performed. In addition, since the performance button is not turned on and off at high speed, the control unit The process of detecting the input of the button may be performed within the production button input process, or may be performed in a short This may be done within a periodic timer interrupt.
[0187] [Step D20] The control unit executes a hall / player setting mode process. The technician setting mode process includes setting the range of brightness and volume of the LED and display device 41 that can be changed, This is a process for accepting operations by the player such as changing the brightness of the LED or display device 41, changing the volume, etc. .
[0188] [Step D21] The control unit executes a random number update process. The and function is used to update the pseudorandom number at least once per control cycle of the main process. The rand function recalculates the number of bits based on the specified sequence each time it is recalculated. Since random numbers are generated by the RAND function, the control unit can obtain random numbers simply by executing the RAND function. In addition, the main board (game control device 100) has a counter that increments by "1". The data may be used as a random number.
[0189] [Step D22] The control section executes a received command check process. The check process is a process for analyzing the command received from the game control device 100 in units of a predetermined number. be.
[0190] [Step D23] The control unit executes a performance display editing process. Various commands and their parameters to instruct the DP312 on what to display on the display device 41 For example, the control unit may set the command is set in a table format.
[0191] [Step D24] The control unit executes drawing command preparation end setting. The preparation for the end setting is to prepare all commands to the VDP312 set in the production display editing process. This is the process of setting that the process has ended.
[0192] [Step D25] The control unit determines whether it is frame change timing or not, and If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process proceeds to step D27. Wait for frame switching timing. Here, the frame switching timing is V blank interrupt ( The processing cycle (also called the V-sync interrupt) is based on the cycle (for example, 1 / 60 seconds). For example, the timing of arrival is at a time interval equivalent to 1 / 30 seconds ≒ 33.333 ms. The V blank interrupt is a single scan of the entire screen for drawing by the VDP312. This V blank interrupt occurs every time a scan is completed. As mentioned above, the occurrence period of this V blank interrupt is For example, 1 / 60 seconds. In this embodiment, the same drawing is repeated twice, and the V blank interrupt occurs. When this occurs twice, a frame change occurs. The frame change timing cycle is V black. The period of the link interrupt (for example, 1 / 60 seconds) is doubled (for example, 1 / 30 seconds ≒ 33.33 ms). However, the present invention is not limited to this embodiment, and the frame switching timing can be changed arbitrarily. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more. Alternatively, frame switching may be performed at a cycle of less than 1 / 30 seconds.
[0193] The frame switching timing determination process determines whether the subsequent processes (steps D26 to Step D30, and the subsequent steps D18 to D24, This is executed at the switching timing for each of the above processing cycles. Time management is performed in units of frames (that is, in units of the above-mentioned processing cycles). If the period is 1 / 30 seconds, for example, 3 frames will be 100 ms. This is similar to how the game board (game control device) manages time values in 4 ms units of timer interrupt cycles. do.
[0194] [Step D26] The control unit controls the VDP3 according to the command set in step D23. For example, the control unit sequentially executes commands set in a table. This is sent to instruct the VDP312 to draw on the screen.
[0195] [Step D27] The control unit executes a sound control process. This is a process for controlling the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process. This is processing for controlling various LEDs of the display device 46 and the frame decoration device 18, etc.
[0196] [Step D29] The control unit executes a movable body control process. Processing to control movable bodies (for example, the panel performance device 44) including motors and SOLs (solenoids) It is.
[0197] [Step D30] The control unit executes a firing information control process. Based on the shooting status flag, the shooting related information is set and the special chart rotation status (predetermined amount The mode correction of the performance is performed according to the number of times the special chart changes per minute (i.e. the number of balls loaned) of play. This is the current process.
[0198] [Step D31] The control unit executes an information disclosure process. This is a process of disclosing performance information regarding gaming performance. After executing step D31, the control unit returns to step D18, and thereafter, The processes of steps D8 to D31 are repeatedly executed. That is, steps D18 to D 31 is a loop process ( Sometimes called the main loop processing.
[0199] In addition, the control unit performs steps D27 to D30 in the main loop process to match the screen presentation. The processing of step D29 is being performed, but the signals and settings generated or set by these control processes The process of actually outputting data (especially signals that drive and control various LEDs and motors) to the port This is done within a short-period timer interrupt (not shown). However, depending on the restrictions of various devices, If you are using an IC specialized for controlling timer interrupts, you can simply issue a command via serial communication, etc. In some cases, the device may not output any signals.
[0200] Next, the types of display objects displayed on the display device 41 of the gaming machine 10 will be described. FIG. 13 shows the classification of objects according to the presence or absence of shading in the first embodiment. FIG. 13 is a diagram illustrating an example of a table.
[0201] A display object is a display target whose display position and overlay order can be controlled. For example, backgrounds, movies, characters, icons, designs, pending numbers, error displays, guide tables There are indications etc.
[0202] Display objects can also be categorized according to whether they have a shadow or not. Type B objects have neither a shadow representation nor a shadow representation. Type C objects have a shadow representation but not a shadow representation. Type C objects have no shadow representation and have a shadow representation. Type D objects have a shadow representation. It has both real and shadow expressions.
[0203] Here, we will confirm the definition of shade and shadow. The shadow effect is a display effect that is displayed on a display object, and is based on a virtually set light. A relatively dark area (shadow area, shadow position) on a display object that is set on the opposite side of the light source. The shadow representation in the display object is based on the display object set on the virtually set light source side. It becomes clearly identifiable by contrast with the bright areas (positive areas, positive positions) on the object.
[0204] The shadow representation of a display object is a separate display object away from the target display object. It is a display effect that is expressed on an object and is projected on the opposite side of a virtually set light source. can be.
[0205] That is, the shadow expression in the display object is the display object that is the subject of the shadow expression. The shadow effect on the display object can be completed by the above display effect. This not only has a display effect on the display object being projected, but also has a display effect on the display object being projected. The shadow effect on the display object is as follows. Instead of applying the display effect to the entire scene, we set the shadow as a new display object. It is also possible.
[0206] In this way, the shadow expression controls only the display object that is the target of the shadow expression. Therefore, two or more display objects must be the display control targets. It is believed that the processing load for display control is lighter than for dark shadow representation.
[0207] On the other hand, the shadow effect allows you to virtually set a light source for each display object that is the target of the shadow effect. However, since the display can be made by changing the position and intensity of the light source, there is a risk that the position and intensity of the light source may not be uniform for each display object. When the display objects used in the production are not of uniform origin and are produced separately in various places There is a high probability of inconsistency.
[0208] For example, movies, backgrounds, characters, patterns (identification information), hold icons, reliability reports The information message, the performance message, the game guide, etc. are displayed as display objects. The machine manufacturer and the video production company will share the production work. The game machine manufacturer will also be responsible for the movies, backgrounds, Existing content may also be reused for characters. It is practically difficult to standardize the shadow expression of display objects used in a presentation.
[0209] Such a display using shadows may cause the player to feel a lack of consistency in the presentation. However, it is not easy to align the display objects in a consistent manner. It is easy to adjust the amount of shadow effect using display effects including contrast adjustment.
[0210] The gaming machine described in the first embodiment is a game machine in which there are two or more inconsistencies in the virtually set light source. For the above display objects, use the shade density as a standard to create a consistent shade expression. This allows for a uniform display control across two or more screens with shadows. Improve the identifiability of displayed objects.
[0211] Next, type A object, type B object, type C object, and type D object A display example of the object will be described with reference to FIG. 14. FIG. 14 shows the display example of the object with and without shading in the first embodiment. FIG. 13 is a diagram showing an example of an object overview in response to the
[0212] The display object 250 shown in FIG. 14(1) is an overview of an A-type object. The object 250 has a bright area 250a and no dark areas. The object 250 is intended for display objects that do not require a three-dimensional effect, such as error displays. Used for information displays, small symbols, reserved number displays, and the fourth symbol that flashes to indicate the status of the variable display. I can.
[0213] The display object 251 shown in FIG. 14(2) is an overview of a B-type object. The object 251 has a bright area 251a and a dark area 251b. 51, a predetermined positive area 251a and a negative area 251b are set by a virtual light source in the upper right. Generally, the display object 251 is a display object that creates a three-dimensional effect. For objects, for example, reliability reports, characters, large patterns, hold icons, Used for digestive icons, backgrounds, etc.
[0214] The display object 252 shown in FIG. 14(3) is an overview of a C-type object. The object 252 has a light area 252a and a shadow area 252c, and has no shadow area. The display object 252 has a predetermined shadow area 252c set by a virtual light source in the upper right. The display object 252 has a shadow area 252c that is hidden by other display objects. Generally, the processing load for display control is large because the image is projected onto a display object. 52 is a scene that shows high performance, with characters, large patterns, hold icons, digestion icons, It is used in con, etc.
[0215] The display object 253 shown in FIG. 14(4) is an overview of a D-type object. The object 253 has a bright area 253a, a dark area 253b, and a shadow area 253c. The display object 253 is divided into a positive area 253a and a negative area 253b by a virtual light source in the upper right corner. A predetermined shadow area 253c is set to create a three-dimensional effect. The display object 253 is controlled to project a shadow area 253c onto another display object. Generally, the display object 253 has a high performance effect. It is used for characters, large patterns, hold icons, digestion icons, etc.
[0216] The gaming machine 10 has the A-type object, the B-type object, the C-type object, and By using D-type objects appropriately, the display performance can be improved under the constraints of the display control processing that can be handled. We aim to achieve our goals.
[0217] Next, the relationship between the shadow density and the overlapping order will be described with reference to FIG. 15. FIG. 15 shows the first FIG. 1 is a diagram showing an example of a relationship between a shadow density and a superimposition order according to an embodiment. A shadow can be set to the object. At this time, the gaming machine 10 sets a predetermined overlapping order. You can set it to display multiple display objects.
[0218] First, the relationship between the shadow density and the overlapping order will be described with reference to FIG. 5 to 258 are each projected as a shadow of a different display object. The display objects that project the shadow regions 255 to 258 are shown in FIG. Omitted.
[0219] The shadow areas 255 to 258 are displayed with a predetermined shadow density regardless of the overlapping order. The areas 255 to 258 can be displayed as one unit by overlapping. 255 to 258 are display objects that will project the shadow regions 255 to 258. The displayed images will not reflect the order of overlapping.
[0220] Next, the relationship between the shadow density and the overlapping order will be explained with reference to FIG. 9 to 262 are displayed as the shadows of different display objects. The bright regions paired with the dark regions 259 to 262 are not shown.
[0221] The shadow areas 259 to 262 are displayed with a predetermined shade density in relation to the overlapping order. For example, The shadow area 259, which is ranked first in the overlapping order, has the highest shadow density, and the shadow area 26, which is ranked second in the overlapping order, has the highest shadow density. 0 is the second most negative, and the third most negative area is the third most negative. The shadow area 262, which is ranked 4th in the overlapping order, has the lowest shadow density. 62 is displayed with the density ranking of the shadow areas 259 to 262 reflecting the overlapping order. As a result, the gaming machine 10 sets the display priority of each display object having the shadow areas 259 to 262. By clearly indicating the ranking, it is possible to improve the distinguishability of each display object. The device 10 exhibits a high production effect in display production using a display object with a shadow expression. Contribute to.
[0222] Next, referring to Figs. 16 to 18, we will explain the display elements that can be used as object display. FIG. 16 is a diagram showing an example (part 1) of object display in the first embodiment. FIG. 17 is a diagram showing an example (part 2) of object display in the first embodiment. 18 is a diagram showing an example (part 3) of an object display according to the first embodiment. In Figs. 16 to 18, the shadow representation is set for the display elements that can be the object display targets. This is merely to illustrate the possibility, and the shadow representation is omitted for simplicity of illustration.
[0223] The object display example shown in FIG. 16(1) shows display elements included in a display screen 500 as objects. The display screen 500 is a display screen when the symbol is stopped, and the variable table After the variable display in the displayed game ends (before the next variable display game starts), the result of the variable display game The display screen 500 displays a large pattern group 501. A small pattern group 502, a special pattern 1 reserved number display 503, a special pattern 2 reserved number display 504, and a standby reserve A waiting display 505, a pending display 506, and a background display 507 are displayed.
[0224] The large symbol group 501 is responsible for the game presentation for the purpose of increasing interest. 01 is displayed large in a variable display area set in the approximate center of the display device 41. 501 includes a left pattern, a middle pattern, and a right pattern. The large pattern group 501 is also a background pattern. A first distinguishing feature is a number display with numbers, and an illustration with figures such as squares, triangles, and stars. The large pattern group 501 includes an image display having a second distinctive power by a first distinctive image. It has the distinctiveness as identifying information through its separateness or second distinctiveness, or both.
[0225] On the display screen 500, the left symbol indicates that the symbol is stopped at "3", and the middle symbol indicates that the symbol is stopped at "3". The right image indicates that the symbol has stopped at "5", and the left image indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 is displayed when the special symbol variable display game is stopped. (This indicates that the design is stopped.)
[0226] The small symbol group 502 is a variable display state report for the purpose of improving the ease of understanding of the game state of the player. Therefore, the small pattern group 502 does not interfere with the display performance of the large pattern group 501. To ensure visibility, the small symbols are displayed on the periphery of the display device 41. The left pattern, the middle pattern, and the right pattern are included. On the display screen 500, the left pattern constituting the small pattern group 502 The pattern, middle pattern, and right pattern all indicate that the corresponding special pattern change display game is in a stopped state. vinegar.
[0227] In general, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position is automatically changed. The small symbol group 502 has a high degree of freedom and its display mode can be changed greatly. Compared to the group of patterns 501, the patterns are displayed smaller and the degree of freedom of the display position is low (for example, the position is fixed). ).
[0228] In addition, the gaming machine 10 is connected to the display device 41 or a display device provided separately from the display device 41. The fourth symbol may be displayed in the variable display state of the special symbol 1 game. Or it clearly indicates the variable display status of the special chart 2 game.
[0229] The special number display 503 displays the number of reserved memories for the special number game. The special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "3." The special number display 504 displays the number of reserved memories for the special number 2 game. The special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0".
[0230] The standby display 505 corresponds to the current game state (for example, the normal game state) and displays a special figure 1. 5 shows how the number of pending icons 505i corresponding to the number of pending games is displayed. The hold display 505 displays a predetermined hold table, and a waiting hold icon 505i is displayed for each hold table. The on-hold icon 505i is, for example, spherical, and can display one on-hold. The stop icon 505i may also be animated (e.g., deformed, changed color, moved up and down, etc.). It is possible to produce a display with movement. In addition, the consumption pending display 506 is a display of the reserved consumption of the special game. 5 shows how the pending completion icon 508 corresponding to the pending completion is displayed. is, for example, spherical, and the pending digestion icon 508 is also animated (for example It is possible to create a dynamic display by using various techniques (e.g. deformation, color change, up and down movement, etc.).
[0231] For example, as shown on the display screen 500, the special number display 503 of the reserved number of special drawings 1 displays "3" and the special When the hold number display 504 in FIG. 2 shows "0", the waiting hold display 505 shows three hold memories. The display indicates that the number of reserved memories is "3". Note that the number of reserved memories or the number of reserved memories is This means the number of start memories in which the special chart variation display game has not yet been executed.
[0232] The standby display 505 is displayed in the following manner (the standby display 505). This will clearly show the number of reserved memories for the special chart change display game, as well as the game results for each reserved memory. It can inform the expectation of the result.
[0233] The display mode of the pending consumption display 506 indicates whether the special chart change display game is in a change display state. The display 506 indicates whether or not a jackpot will be consumed and indicates the degree of expectation for the game result. , a predetermined reserved table is displayed, and one reserved digestion icon 506i can be displayed on the reserved table. On the display screen 500, the pending display 506 is displayed with the frame (pending table) blanked out. This indicates that the special chart change display game is in a stopped state. After this, the gaming machine 10 Start.
[0234] The background display 507 is a display element that is the background of each display element, and is usually the display element that is the backmost. The background display 507 may be displayed as a still image or as a moving image. This may also be the case.
[0235] In addition, the waiting hold display 505 displays the number of reserved games for special game 1 and special game 2 according to the game status. The number of pending calls is displayed by the waiting pending icon 505i. However, the total number of reserved games for the special game 1 and the special game 2 is 50. It may be displayed by 5i.
[0236] The object display example shown in FIG. 16(2) shows display elements included in the display screen 510 as objects. The display screen 510 is the display screen after the variable display starts. Display screen 510 is the screen after display screen 500, and during the changing display (three patterns changing) The screen of the large symbol group 501 is shown. On the display screen 510, the left symbol, the middle symbol, and the right symbol of the large symbol group 501 are changed. This indicates that the special chart change display game is changing. Also, on the display screen 510 In the small pattern group 502, the left pattern, the middle pattern, and the right pattern fluctuate uniformly at a predetermined speed. Indicates that the variable display game is in variable display mode.
[0237] On the display screen 510, the special drawing 1 reserved number display 503 shows that the reserved memory number of the special drawing 1 game is "2". The number of reserved memories for the special game 2 is "0", and the number of reserved memories for the special game 2 is "0". The waiting hold display 505 indicates the number of reserved games in the special game. , indicates that the reserved memory number of the special chart change display game (special chart 1 game) is "2". Also, On the display screen 510, the pending transaction display 506 is displayed by a pending transaction icon 506i. A pending memory display is displayed, indicating that the special chart change display game is currently displaying a change.
[0238] The display screen 500 and the display screen 510 may display characters, letters, etc. (not shown). It may include a performance display element, and the performance display element may also be animated by animation or the like. It may be possible to produce a display that includes a touch screen.
[0239] The object display example shown in FIG. 17(1) shows display elements included in the display screen 512 as objects. The display screen 512 is a screen behind the display screen 510. This is a display screen showing reach fluctuations.
[0240] The display screen 512 displays a reduced display form 513 of the large symbol group 501 and a performance guide message. 514, a performance guide image display 515, a reliability display 516, and a character display 517. The reduced display mode 513 includes the large symbol group 501 and the effect display 518 as display elements. To display the reach effect in a reduced size and to secure a larger area for displaying the reach effect, thereby clearly indicating the reach fluctuation. The performance guide message display 514 displays the name and explanation of the reach performance in text. The performance guide image display 515 displays an image of the reach performance. The reliability display 516 indicates the reliability of the reach by displaying the number, color, shape, etc. of stars. The character display 517 indicates the type, number, action, color, etc. of the character. The effect display 518 indicates (suggests) the probability of a big hit by the display mode such as a pattern. , a predetermined display effect, which decorates other display elements.
[0241] The object display example shown in FIG. 17(2) shows display elements included in the display screen 520 as objects. The display screen 520 is a screen behind the display screen 512. This is the display screen during a jackpot.
[0242] The display screen 520 displays a winning symbol display 521, a play guide display 522, and a performance movie 523. 23, title display 524, and history information display 525 are included in the display elements. 21, the large symbol group 501 is displayed in a reduced size, making it possible to secure a large area in which the winning symbol can be displayed. The winning symbol display 521 indicates all winning symbol combinations. Not limited to displaying the three symbols, but displaying one symbol that represents the winning symbol combination. The playing method guide display 522 may be a display that shows the player a playing method (for example, For example, right-handed or left-handed hits) are indicated by text and pictograms, or by a combination of both. The presentation movie 523 is a movie that presents a big win. The production movie can be displayed not only during big wins, but also during other situations such as when there is a reach or when waiting for customers. The title display 524 indicates the model name of the gaming machine 10, the reach name, the mode name, the game state name, etc. The history information display 525 is a display that guides the game history, for example, The number of jackpots, the history of the jackpot patterns in past jackpots, the number of winning balls during the jackpot, and the The history information display 525 displays the number of winning balls during the game. Alternatively, the number of winning balls expected to be won may be displayed in addition to the number of winning balls won. The report display 525 can be displayed not only during a jackpot but also during normal play, and can display the number of times the time-saving feature continues and the remaining time-saving feature. The number of times may be displayed.
[0243] The object display example shown in FIG. 18(1) shows display elements included in the display screen 528 as objects. Display screen 528 is the screen displayed when the power is turned on. 28 includes a power restoration notice display 529 and a power restoration game information display 530 as display elements.
[0244] The power restoration notification display 529 is a display that notifies the user that power will be restored. If the power is turned on with an RWM reset, the RWM reset is notified. When the power is turned on without a WM reset, the game state will be restored to the state it was in when the power was turned off. The power recovery time game information display 530 will display the power recovery time game information until the display content returns to normal. The necessary game information (for example, whether or not a variable display is in progress, whether or not there are any reserved numbers, how to play, etc.) To enter.
[0245] The object display example shown in FIG. 18(2) shows display elements included in the display screen 532 as objects. The display screen 532 is the screen displayed when an error occurs. 532 includes error displays 533 and 534 and a performance display 535 as display elements.
[0246] Error messages 533 and 534 are both messages to inform you of an error that has occurred. The error display 533 may include a method for recovering from the error. This is a serious error and is displayed in priority (for example, superimposed) on the error display 534. The displays 533 and 534 are displayed in priority to the performance display 535. are required display elements related to the performance, such as movie display, character display, text It may be a display or the like.
[0247] In this way, the gaming machine 10 displays various display elements on the display device 41 according to the game control state. In addition, the display elements can be displayed by setting a priority order according to the game control state. do.
[0248] Next, the relationship between the layer configuration and the shadow density of a shaded object will be explained using FIG. FIG. 19 shows an example of the relationship between the layer configuration and the shadow density of a shaded object according to the first embodiment. The display layer is displayed preferentially as if the image is in the foreground, Or conversely, will it be displayed as something in the background? It is a layer on the control process that roughly classifies the overlapping (front-back) relationship. For example, the display position When two overlapping images are placed and drawn on different display layers, Images placed on a lower priority display layer on the side are displayed on a higher priority display layer on the front side. If the image in front of you has zero transparency, the image will be occluded in the overlapping areas. In the overlapping portion, even if the rear image is displayed in a controlled manner, the entire image is not visible to the observer of the display device 41. It becomes harder to see.
[0249] In this embodiment, the first layer is located at the forefront and has the highest overlay order (display priority order). The display layer L1, which is the layer with the lowest overlay order (display priority), is the display layer L8, which is the layer with the lowest overlay order (display priority). Layers L1, L2, L3, L4, L5, L6, L7, and L8 are displayed in order up to layer L8. do.
[0250] The above display layers are displayed in order from the front (highest in the overlay order, highest priority). Layer L1, display layer L2, display layer L3, display layer L4, display layer L5, display There are layer L6, display layer L7, and display layer L8. The characters such as "Production Guide Screen" are explanations of each display layer, and are displayed on each display layer. It is not something that can be achieved.
[0251] The display layer L1 is an error notification layer that targets errors with a high notification priority (Error Notification (High)). The display layer L2 is a display layer for displaying the notification screen and the power recovery screen. An error notification screen for errors with low notification priority (Error Notification (low)) and a game guide This is the display layer for displaying the screen. The display layer L3 is used to display the performance information screen, small patterns, The display layer L4 is a display layer for displaying a screen on which a small reservation is to be displayed. This is a display layer for displaying a movie screen (movie (superior)) that has a high display priority. Display layer L5 displays characters and effects with high display priority (Effects (superior)). This is the display layer for displaying the screen to be displayed. Display layer L6 is used for large patterns and large This is a display layer for displaying a screen on which pending calls are displayed. This is a display layer for displaying a movie screen with low priority (Movie (inferior)). The display layer L8 is used to display backgrounds and effects with low display priority (Effects (inferior)). This is a display layer for displaying the screen.
[0252] An error with a high reporting priority has a higher reporting priority than an error with a low reporting priority. In other words, the error notification screen for errors with high notification priority is This is a display screen that takes precedence over the power recovery screen and is used for errors with low notification priority. The notification screen is a display screen subordinate to the power restoration screen.
[0253] The gaming machine 10 is in the RAM initialization, power recovery, big prize slot illegal prize error, normal power illegal prize error. -, magnetic error, board radio error, frame radio error, front frame opening error, game frame opening error, start Movement error, switch abnormality error, chute ball out error, overflow error, payout It is possible to report errors such as abnormal errors, connector disconnection, and operational abnormalities. It is possible to provide warnings such as instructions on how to play, forgetting cards, playing for long periods of time, and cautions against becoming addicted. .
[0254] These display layers L1, L2, L3, L4, L5, L6, L7, and L8 contain display objects. You can place a shaded object (B-type object or D-type object) as an object. The shadow area corresponding to the display object is also displayed in the same manner as the display object. It is placed on the display layer.
[0255] For example, the shadow area 209 is placed on the display layer L1 together with the corresponding display object. The shadow area 210 is disposed on the display layer L4 together with the corresponding display object. 11 is placed on the display layer L5 together with the corresponding display object, and the shadow area 212 is The corresponding display object is placed on the display layer L8. There is an overlapping relationship in the order of 212, and the shade concentration is high in the order of 209 to 212. In this manner, the gaming machine 10 displays a plurality of shaded objects. When placed on a layer, the shade density can be adjusted according to the relationship of the displayed layers to which it is placed.
[0256] Next, we consider the relationship between the overlapping order of shadowed objects in a single layer and the shadow density. FIG. 20 shows a block diagram of a single layer object with shadow according to the first embodiment. FIG. 13 is a diagram illustrating an example of the relationship between the overlap order of objects and the shadow density.
[0257] The display layers L1, L2, L3, L4, L5, L6, L7, and L8 each have a display object. Multiple shaded objects (B-type objects or D-type objects) are used as objects. The shadow area corresponding to the display object is also the same as the display object. are placed on the same display layer.
[0258] For example, the display objects corresponding to the shadow regions 209 to 212 are in the display layer L6. The display object corresponding to the shadow area 209 is brought to the foreground, and the display object corresponding to the shadow area 210 is brought to the foreground. Object, display object corresponding to the shadow area 211, display object corresponding to the shadow area 212 When the objects are arranged in a layered order, the shadow areas 209 to 212 are ranked higher. In this manner, the gaming machine 10 can display a plurality of shadowed objects. When placed on one display layer, the shade density is calculated according to the relationship of the display layers. It can be adjusted.
[0259] Next, we consider the relationship between the overlapping order of shadow objects in multiple layers and the shadow density. FIG. 21 shows a diagram of a shaded object in multiple layers according to the first embodiment. FIG. 13 is a diagram illustrating an example of the relationship between the overlap order of objects and the shadow density.
[0260] Display layers L1, L2, L3, L4, L5, L6, L7, L8 - Two or more display layers A shaded object (B type object or D type object) is displayed in the A plurality of display objects can be arranged, and the shadow area corresponding to the display object is also the same as the display object. It is placed on the same display layer as the object.
[0261] For example, the display objects corresponding to the shadow regions 209 and 210 are displayed on the display layer L6. The display object corresponding to the region 209 is brought to the foreground, and the display object corresponding to the shadow region 210 is brought to the foreground. The display objects corresponding to the shadow areas 211 and 212 are arranged in a superimposed manner with the object in the background. In the display layer L8, the display object corresponding to the shadow area 211 is brought to the front, and the shadow area 2 When the display object corresponding to 12 is placed behind the other object, the shadow area 209 The negative density is set so that the ranking from 212 to 213 is higher. In this way, the gaming machine 10 Display layers placed when multiple shaded objects are placed on multiple display layers The shadow density can be adjusted according to the overlapping relationship within the display layer.
[0262] Next, an example of parameter setting for each display object will be described with reference to FIG. 22 is a diagram showing an example of parameter setting for each display object in the first embodiment. Assume that parameters are set for 10 display objects (BD1 to BD10). The display object for which parameters are set is a B-type object that has a shadow area. Or it can be a D-type object.
[0263] First, an example of parameter setting for each display object is shown in FIG. Regardless of whether there is a concrete overlapping relationship between display objects, the overlapping relationship is not set formally. The parameter "layer" represents the layer to be placed. The parameter "overlap order" determines the display layer in which a display object is placed, the overlapping order within the display layer, The parameter "overlap order" is used when there is no overlapping relationship between display objects. The lower the number, the higher the priority. The "degree" indicates the relative darkness between display objects. The smaller the number, the darker the darkness. The parameter "contrast" is the contrast between the dark and light areas of the displayed object. It is used to convert a relative density into an absolute density. The "Size" meter is an index showing the size of the displayed object, and is the absolute value of the relative shading. The parameter "center position" is used to convert the displayed object into a relative shaded density. It is an index that indicates the placement position of the target and is used to convert relative negative density into absolute negative density. can be done.
[0264] For example, since the display object BD1 is arranged on layer "1", the overlapping order The position is set to "1", the shading is set to "1", the contrast is set to "3", the size is set to "1", the center position is set to "1", The specific negative concentration is set according to position "1".
[0265] This allows the gaming machine 10 to easily calculate the relative shading of a display object having a shading area. The gaming machine 10 can determine the density of the display while maintaining the relative relationship of the shading density. The specific negative concentration can be determined according to the type.
[0266] Next, FIG. 22(2) shows another example of parameter setting for each display object. In this example, Since there is no need for a shading order relationship between display objects that do not overlap, The order of shading can be set for a specific display object. The parameter "layer" indicates the layer to be placed. The parameter "overlap relationship" is related to the difference or similarity of the display layers. The parameter "overlap relationship" indicates whether or not there is an overlap relationship between display objects. The value is "0" when there is no shadow, and "1" when there is. The smaller the number, the darker the darkness. "Contrast" refers to the contrast between the shadow and light areas of a displayed object. It is used to convert relative negative density into absolute negative density. The parameter "magnitude" is It is an index that indicates the size of a display object and is used to convert relative shading into absolute shading. The parameter "center position" is used to indicate the placement position of the display object. It is a standard used to convert relative negative densities into absolute negative densities.
[0267] For example, a display object BD1 is arranged on layer "1" but has an overlapping relationship of "0 So, an arbitrary shading density of "7" is set, contrast is "3", size is "1", and center position is "1". The specific shade density is set according to the position "1". Since it is placed in the "4" position and the overlapping relationship is "1", the shading density is set to "1" and the contrast is The specific shade density is set according to "4", size "2", and center position "2".
[0268] That is, the display objects BD4, BD5, BD6, BD8, and BD9 that are in an overlapping relationship ,BD10, and the relative shading is set between the display objects BD1, BD2, BD3, and BD7 are set to arbitrary shading density. The arbitrary shades set for the objects may be the same shade or different shades. It may be also possible.
[0269] This allows the gaming machine 10 to more easily perform relative judgment on a displayed object that has a shadow area. In addition, the gaming machine 10 can determine the appropriate shading while maintaining the relative shading relationship. A specific negative concentration can be determined according to the display mode.
[0270] In this way, the gaming machine 10 has a display area on the central side and the peripheral side of the display area of the display device 41. When displaying objects with shadow areas at fixed positions, The shading of the display object displayed on the side is the shading of the display object displayed on the peripheral side. By making the brightness darker than the brightness of the actual screen, a suitable sense of depth can be created. Emphasizing display objects displayed in the center more than display objects displayed on the periphery In addition, the gaming machine 10 can display the display object on the peripheral side in the center. This can prevent the effect of the display object displayed on the center side from being impaired. The device 10 can provide stable visibility of display objects displayed on the peripheral side.
[0271] In addition, the gaming machine 10 has display objects displayed on the periphery and display objects displayed on the center. Display objects without setting a context (for example, objects on the same display layer that are overlapping each other) It may be a display object (e.g., a display object displayed on the periphery) or a display object (e.g., a display object displayed on the periphery) , display object BD3) and a display object displayed on the center side (for example, display object It is also possible to display the objects by setting a chronological relationship, such as object BD1).
[0272] Next, a method for determining the specific shading density for a display object having a shading region is proposed. The determination process will be described with reference to Figs. 23 to 26. Fig. 23 shows the negative density determination process of the first embodiment. FIG. 24 is a flowchart illustrating an example of a determination process. 25 is a diagram showing an example of extraction of a target object according to the first embodiment. FIG. 26 is a diagram (part 1) showing an example of setting the shadow density of an elephant object in the first embodiment. FIG. 13 is a diagram (part 2) showing an example of setting the shadow density of a shadow density setting target object.
[0273] [Neutral Density Determination Process] The shadow density determination process is a process for determining the shadow density of a display object that has a shadow area. The density determination process is carried out by the performance control device in the performance display editing process in step D23 of the main process. This is processing executed by the control unit (CPU 311) of the device 300.
[0274] [Step D41] The control section extracts a display object for which shadow density is to be set. The object list shown in FIG. 24(1) is displayed on the display device 41 at a predetermined timing. The display object to be displayed is indicated by 15( For example, object 01 is an A-type object. Object 05 is a type B object and is placed on display layer L2. It is an object that is placed on the display layer L2.
[0275] The display object for which the shading setting is to be applied is a B-type object or a D-type object. Therefore, the control unit selects the object from among objects 01 to 0F. Extract type B objects and type D objects according to type.
[0276] The list of objects for which shading is to be set shown in FIG. 24(2) is the same as the list of objects shown in FIG. 24(1). The results of extracting type B objects and type D objects from the object list are shown in Fig. [Step D42] The control unit performs layer selection for the display object to be subjected to the shading density setting. Set the relative shading between layers (relative shading between layers setting).
[0277] The relative shadow density setting between layers shown in FIG. 25(1) is the same as the shadow density setting target shown in FIG. 24(2). This is the relative density setting assigned to the object list. Extracted object 05 0D and 0F are placed on the five display layers L2, L3, L4, L5, L6, and L7. Therefore, five density settings are assigned from 10 to 60 in increments of 10. The display object placed in ear L2 has a relative density setting of "10" and the display layer The display object placed on L3 has a relative density setting of "20" and is displayed on layer L4. The display object placed on display layer L5 will have a relative density setting of "30". The display object placed on the display layer L6 has a relative density setting of "40". The display object is placed on display layer L7 and has a relative density setting of "50". The display object will have a relative density setting of "60."
[0278] [Step D43] The control unit 202 determines whether or not two or more shade density setting values are arranged in one display layer. Set the relative shading density for the target display object (relative shading density setting within layer) do.
[0279] According to the relative shading settings between layers shown in FIG. 25(1), the object is placed on the display layer L5. Since objects 08, 09, 0A, and 0F are located, Set the relative shading for 0F. Note that object 08 is inferior to the others. Assume that objects 09 and 0A are of the same rank, and object 0F is of superior rank. This results in The relative shadow density setting in the L5 layer shown in Figure 25(2) is done so as not to destroy the relative shadow density between layers. The relative density setting for object 08 is set to "41" and the relative density setting for object 09 is set to "42". ,0A will have a relative density setting of "42", and object 0F will have a relative density setting of "40". .
[0280] In addition, according to the layer relative shading setting shown in FIG. 25(1), the object is added to the display layer L7. Since objects 0C and 0D are located, the object 0C and 0D are targeted. In addition, objects 0C and 0D are assumed to be of the same order. The relative shadow density setting in the L7 layer shown in Figure 25(3) is the same as that of objects 0C and 1C without any adjustment. 0D results in a relative density setting of "60".
[0281] [Step D44] The control unit also determines the inter-layer relative shade density setting and the intra-layer relative shade density setting. Based on this, the overall concentration ranking is determined. The shadow density ranking in the list of shadow densities by object shown in FIG. 26 is the same as that shown in FIG. The relative shadow density setting between layers, the relative shadow density setting in the L5 layer shown in Fig. 25(2), and Fig. 2 The shadow density is ranked based on the relative shadow density setting in the L7 layer shown in 5(3). Objects with shaded areas are ranked according to their relative importance while keeping the same order for the same objects. Note that display objects that do not have a shadow area are not subject to the ranking.
[0282] [Step D45] The control unit determines the density of the shadow area according to various conditions such as the game state. For example, if you want to emphasize the shadow areas of a particular display object, When the brightness is too low, the brightness is adjusted to enhance the contrast (enhanced visibility), or when it is not desired to emphasize the shadow areas (weakened visibility).
[0283] The status correction in the list of shadow densities by object shown in FIG. 26 is performed when a predetermined condition is met. Only object 09 will be adjusted by "+1". [Step D46] The control unit calculates the absolute negative concentration (absolute For example, object 05 has a shadow density ranking of "1" and a status correction of "0 Based on the above, the absolute negative density is "5", and object 06 has a negative density ranking of "2" and a state Based on the correction "0", the absolute darkness level becomes "10", and object 09 has a darkness level ranking of " Based on the "6" and the status correction "+1", the absolute negative density becomes "31". Object 0A, Based on the negative concentration ranking of "6" and the status correction of "0", the absolute negative concentration is "30".
[0284] The absolute shadow density can correspond to the brightness of a shadow area in a display object. However, the perception of light and dark differs depending on the contrast with the positive area. It may also be possible to
[0285] Next, an example of the state correction performed in step D45 will be described with reference to FIGS. 27 to 30. FIG. 27 shows the shadow density for each game state of the shadow density setting target object in the first embodiment. 28 is a diagram showing an example of adjustment, in which the variation of an object to which a shadow density is set in the first embodiment is FIG. 29 is a diagram showing an example of shadow density adjustment based on relative density changes for each display state. 13A to 13C are diagrams illustrating examples of shadow density adjustment for each pending display state of an object for which shadow density setting is to be performed. FIG. 30 shows the shadow density adjustment for each action state of a character of a shadow density setting target object of the first embodiment. FIG.
[0286] In the normal game mode, the display screen 540 shown in FIG. 27(1) has a shadow area within its display area. The shadow area 211 is a shadow area of the corresponding display object, and is displayed in a predetermined It should be noted that the positive area corresponding to the negative area 211 is not shown in the figure.
[0287] The display object corresponding to the shaded area 211 is a normal game state, a low probability high base game state, One of the display elements displayed in a gaming state with a state transition such as a high probability high base gaming state For example, the display object corresponding to the shadow area 211 may be a large pattern or a waiting and holding table. display, standby hold display pedestal, digestion hold display, digestion hold display pedestal, other production display elements and There are guidance display elements, etc.
[0288] The display screen 541 shown in FIG. 27(2) is in a low probability high base game state. A shadow area 210 is displayed within the shadow area 210. Note that the bright area corresponding to the shadow area 210 is not shown. The shadow area 210 is a shadow area of the corresponding display object, and is a shaded area of the shadow area 211. Different degrees (e.g., larger).
[0289] The display screen 542 shown in FIG. 27(3) is a display area in a high probability high base game state. A shadow area 209 is displayed within the shadow area 209. Note that the bright area corresponding to the shadow area 209 is not shown. The shadow area 209 is the shadow area of the corresponding display object, and the shadow areas 210 and 211 are the shadow areas of the corresponding display object. 1 and the negative concentration is different (e.g., greater than either).
[0290] In this way, the display objects corresponding to the shadow areas 209, 210, and 211 are the same. It is a display element that can guide the current game state by changing the shading depending on the game state. In addition, the display objects corresponding to the shadow areas 209, 210, and 211 are in a game state. In some cases, the appropriate shade concentration can contribute to improving the distinguishability of display elements.
[0291] The display screen 544 shown in FIG. 28(1) has a shadow area within its display area in a variable display game. The shaded area 211 indicates that the corresponding decorative pattern (e.g., a large pattern) is in a variable state. The shadow area 211 corresponds to a certain shade density. The decorative pattern corresponding to the shaded area 211 is in a changing state, a temporary stop state, , a stop state, etc., are displayed in a display state with a state transition.
[0292] The display screen 545 shown in FIG. 28(2) displays a decorative pattern within the display area in the temporary stop state. The shadow area 210 corresponding to the shadow area 210 is displayed. The shaded area 210 is a shaded area when the corresponding decorative pattern is in a temporary stop state. , the shadow density is different (for example, larger) from that of the shadow area 211.
[0293] The display screen 546 shown in FIG. 28(3) has a shadow area 20 within its display area in the stopped state. 9 is displayed. Note that the bright area corresponding to the shaded area 209 is omitted in the illustration. 09 is a shaded area when the corresponding decorative pattern is in a stopped state, and shaded areas 210, 211 and negative concentrations are different (e.g., greater than either).
[0294] In this way, the decorative patterns corresponding to the shadow areas 209, 210, and 211 are displayed according to the display state. By changing the shade density, it is possible to guide the current display state. The decorative pattern corresponding to 0,211 contributes to improving the discrimination of display elements with shading according to the display state. There may be cases where contributions can be made.
[0295] The display screen 547 shown in FIG. 29(1) has a shadow area within its display area in a variable display game. The shaded area 211 shows a hold indicator (a hold waiting indicator or a hold digest indicator). ) is in a steady state and has a predetermined shade density. The corresponding positive region is not shown in the figure. The reserved display corresponding to the shaded region 211 is a steady state, It is displayed in a display state with state transitions such as generation state, shift state, etc. The standby icon or the pending icon will repeat the standby (pending) animation. This is the state where the waiting hold display icon is displayed repeatedly. It is a state to display once, and the shift state is the standby hold display icon shift animation is displayed once.
[0296] The display screen 548 shown in FIG. 29(2) has a shadow area within its display area in a variable display game. The shadow area 210 is shown in FIG. 2. The bright area corresponding to the shadow area 210 is not shown. Area 210 is a shaded area when the hold display (waiting hold display) is in an active state. 211 and the negative density is different (e.g., larger).
[0297] The display screen 549 shown in FIG. 29(3) shows a display area in which a shadow area is displayed in a variable display game. The shadow area 209 is displayed. The bright area corresponding to the shadow area 209 is not shown. Area 209 is a shaded area when the hold display (waiting hold display) is in a shift state. The shading density is different from that of the regions 210 and 211 (eg, greater than either of them).
[0298] In this way, the reserved display corresponding to the shaded areas 209, 210, and 211 is displayed according to the display state. By changing the shade density, it is possible to guide the current display state. The reserved display corresponding to 0,211 contributes to improving the distinguishability of the display elements with shading according to the display state. There may be cases where contributions can be made.
[0299] In addition, the display elements corresponding to the shaded areas 209, 210, and 211 are illustrated as decorative patterns and hold displays. However, if the shading can be changed according to the display state, the display element with moving display, the shape The present invention can also be applied to display elements that have changes, display elements that have color changes, and the like.
[0300] The display screen 550 shown in FIG. 30(1) displays a shadow area 211 within its display area. The area 211 is a shadow area of the corresponding display object, and has a predetermined shade density. The bright area corresponding to the dark area 211 is not shown. An object is any one of the display elements.
[0301] A display screen 551 shown in FIG. 30(1) has a role object (movable object) 552 on the front of the display screen 550. The display screen 551 shows the screen when the character moves in. The shadow area 212 is displayed with a different shade density from the shadow area 211 (for example, Sai).
[0302] The display screen 553 shown in FIG. 30(2) displays the shadow area 211 within its display area. The area 211 is a shadow area of the corresponding display object, and has a predetermined shade density. The bright area corresponding to the dark area 211 is not shown. An object is any one of the display elements.
[0303] The display screen 554 shown in FIG. 30(2) has a role object (movable object) 552 in front of the display screen 550. The display screen 551 shows the shadow area 21 in the display area. 0. Shadow area 210 has a different (eg, larger) shade density than shadow area 211.
[0304] In this way, the gaming machine 10 changes the shadow area depending on the presence or absence of the accessory 552 in front of the display screen. The shadow density of the area can be changed, and the special object 552 has moved to the front of the display screen. Suppresses the decrease in the discernibility of the display element. For example, the character 552 casts a shadow on the display area. In addition, the light emitted by the light-emitting device (not shown) of the accessory 552 can be used to distinguish the display elements. However, the gaming machine 10 controls the shading of the display object so that the player can Stabilize the detectable negative concentration.
[0305] When the object 552 moves to the front of the display screen, the shadow density of the shadow area is increased. Whether to make the display size larger or smaller depends on the display mode of the display element and the state of deterioration of the distinguishability of the display element due to the gadget 552. This can be decided according to the situation.
[0306] In addition, when the accessory 552 moves (advances) to the front of the display screen, the gaming machine 10 displays The shadow density of the shadow area is changed depending on whether or not the object 552 is in front of the screen. When the reel 552 moves (exits) from the front of the screen, the The shadow density of the shadow area may be changed depending on whether or not the shadow is present. This suppresses a decrease in the distinguishability of display elements due to the presence or absence of the prop 552 in front of the display screen.
[0307] In addition, the gaming machine 10 is capable of controlling shadows caused by the movement of the accessory 552 and generating the light generated by the accessory 552. The shadow density of the display object may be controlled in cooperation with the light control. The animation machine 10 fixes the shading density of the display object, and adjusts the shading caused by the movement of the accessory 552. The gaming machine 10 may also perform control of the light emission of the gadget 552. Instead of controlling the shading of the display objects, the display positions and overlapping of the display objects are controlled. The shadow control and the light emission control of the reel 552 are performed according to the order of the reel. It may be possible to carry out the above.
[0308] Next, the shadow density adjustment will be described with reference to Figs. 31 and 32. Fig. 31 shows the first embodiment. Example of density adjustment by changing the relative density between the shadow and light areas of the target object. FIG. 32 is a diagram (part 1) showing the shadow density of an object to be set in the first embodiment. FIG. 2 is a diagram (part 2) showing an example of density adjustment based on a relative density change between a positive region and a negative region.
[0309] The example of the change in shading shown in FIG. 31(1) is the shading of the display object (B-type object) 555. The negative density (positive concentration) of the positive region 555a is fixed, and the negative region 55 In this way, the gaming machine 10 changes the shading of the display elements. By varying the shading of the areas, the discrimination of the display elements can be varied.
[0310] The example of the change in shading shown in FIG. 31(2) is the shading of the display object (B-type object) 556. The density of the shadow area 556b is fixed, and the density of the shadow area 556a, which is the contrast of the shadow area 556b, is In this way, the gaming machine 10 changes the shading (positive concentration) of the display elements. Changing the discrimination of display elements by changing the density of the contrasting positive areas The example of shading adjustment shown in Figure 31 is based on the color, brightness, and contrast of the drawing data of the display element. Since this can be achieved by adjusting the last, etc., the burden on display control is not excessively large.
[0311] The example of the change in shading shown in FIG. 32(1) is the shading of the display object (B-type object) 557. The negative density (positive concentration) of the positive region 557a and the negative concentration of the negative region 557b are fixed, and the positive region 55 The apparent density of the shadow is changed by changing the positions of the shadow areas 557a and 557b. In this way, the gaming machine 10 can change the apparent shade density of the shaded area of the display element. The discrimination power of the display element can be changed by
[0312] The example of the change in shading shown in FIG. 32(2) is the change in shading of the display object (B-type object) 558. The negative density (positive concentration) of the positive region 558a and the negative concentration of the negative region 558b are fixed, and the positive region 55 The apparent shade density is changed by changing the area ratio of 8a to shaded area 558b. In this way, the gaming machine 10 can change the apparent shading of the shaded areas of the display elements. The discrimination power of the display element can be changed by adjusting the shading density. This can be achieved by replacing the drawing data of the elements.
[0313] Next, an example of shading display in a decorative pattern will be described with reference to Figs. 33 and 34. 3 is a display example of a shadow area of a decorative pattern (object for which a shadow density is set) according to the first embodiment (its FIG. 34 is a diagram showing a decorative pattern (object for which a shade density is to be set) according to the first embodiment. FIG. 13 is a diagram showing a second example of a shadow region display in FIG.
[0314] The display screen 590 shown in FIG. 33(1) shows the left decoration symbol (left large symbol) in the variable display game. ) and a display object 591 corresponding to a medium decoration pattern (medium-large pattern). A display object 592 and a display object 593 corresponding to a right decorative pattern (right large pattern) are displayed.
[0315] The display object 591 has a shadow area 591b arranged on the lower left side of a bright area 591a. The object 592 has a shadow area 592b below a bright area 592a. The object 593 is to place the shadow area 593b on the lower right side of the positive area 593a. The machine 10 changes the position of the shadow area relative to the light area for each decorative pattern, so that the decorative pattern is the left decorative pattern. It may also be possible to clearly indicate whether the decorative pattern is a center decorative pattern or a right decorative pattern.
[0316] The display objects 591, 592, and 593 on the display screen 590 can be rotated or reflected. By making the data the same type that is drawn based on the same data by rotation, the display control process It is possible to clearly indicate the display target while reducing the processing load.
[0317] The display screen 594 shown in FIG. 33(2) shows the left decoration pattern (left large pattern) in the variable display game. ) and a display object 591 corresponding to a medium decoration pattern (medium-large pattern). A display object 592 and a display object 593 corresponding to a right decorative pattern (right large pattern) are displayed.
[0318] The display object 591 has a shadow area 591b of a predetermined shade density on the lower left side of the bright area 591a. The display object 592 is arranged on the lower left side of the positive area 592a, different from the negative area 591b. A shadow area 592b having a shadow density (for example, a large shadow density) is arranged, and the display object 5 93 is a region to the lower left of the positive region 593a that has a different shade density from that of the negative region 591b (for example, In this way, the gaming machine 10 arranges the bright area 593b for each decorative symbol. The shade density of the shadow area is different for the left decorative pattern, the center decorative pattern, and the right decorative pattern. It may be possible to clearly indicate which one it is.
[0319] The display objects 591, 592, and 593 on the display screen 594 can be rotated or reflected. By using the same type of data that is drawn based on the same data without requiring conversion, the display control process can be simplified. It is possible to clearly indicate the display target while reducing the processing load associated with the processing.
[0320] In addition, the position of the shadow area in the decorative pattern (for example, the large pattern group 501 and the small pattern group 502) The display object is clearly indicated by making it identifiable according to the shade of the light or shade of the shadow. Figure 1 hold number display 503, special figure 2 hold number display 504, waiting hold display 505, guidance message Shadow areas in message display, effect display, character display, background display, error display, etc. The display object may be made identifiable and clearly indicated according to the position or shade of the shadow.
[0321] The display screen 595 shown in FIG. 34(1) shows the left decoration pattern (left large pattern) in the variable display game. ) and a display object 591 corresponding to a medium decoration pattern (medium-large pattern). A display object 592 and a display object 593 corresponding to a right decorative pattern (right large pattern) are displayed.
[0322] The display object 591 has a shadow area 591b of a predetermined size on the lower left side of the bright area 591a. The display object 592 is arranged on the lower left side of the positive area 592a, different from the negative area 591b. A shadow area 592b having a size (for example, a large shadow area) that satisfies the size of the display object 592 is arranged. 93, a shadow area 593b of the same size as the shadow area 591b is arranged to the lower left of the bright area 593a. In this way, the gaming machine 10 changes the size of the shadow area relative to the bright area depending on the decorative pattern. In addition, a decorative pattern may be provided.
[0323] The display screen 596 shown in FIG. 34(2) shows the left decoration symbol (left large symbol) in the variable display game. ) and a display object 591 corresponding to a medium decoration pattern (medium-large pattern). A display object 592 and a display object 593 corresponding to a right decorative pattern (right large pattern) are displayed.
[0324] The display object 591 has a predetermined transparency (for example, opaque) on the lower left side of the positive area 591a. The shadow area 591b (before) is placed, and the display object 592 is placed to the lower left of the bright area 592a. A shadow area 592b having a different transparency (for example, semi-transparent) from the shadow area 591b is arranged, and the display The object 593 has a shadow area 593a at the lower left of the shadow area 591b with the same transparency as the shadow area 591b. The shadow areas 591b and 593b are arranged to cover the background display object 597. The shadow area 592b is invisible to the display object 5 in the background. 97 is visible through the shaded area. In this way, the gaming machine 10 The degree of transparency of the shadow areas relative to the light areas may be changed to guide the decorative pattern.
[0325] In addition, the decorative pattern is characterized by whether it is a reach form forming pattern or a reach time variable pattern. Or, depending on whether the decorative pattern is a probability variable pattern or not, etc., The position, size, shade density, and transparency of the shadow area relative to the bright area may be different.
[0326] Next, there may be cases where the position of the shadow area may be inconsistent for each displayed object. The following will be described with reference to FIG. 35. FIG. 35 shows an example of shadow position inconsistency by object in the first embodiment. This is a diagram.
[0327] For example, for each decorative pattern shown on the display screen 590 (see FIG. 33), the shaded area relative to the bright area is The difference in the position of the areas is intentional and may not appear inconsistent depending on the position of the light source. However, cut scenes cut from existing animation materials may not be used for the animation. Because the shadow setting in the cutout is done, the shadow area of cutout A is on the lower left side, but the cutout In the case of screen B, the shadow area is located on the lower right side, making it difficult to achieve uniformity.
[0328] For example, the display screen 597 includes display objects 591, 592, 593, 594, 595, 596, 597a, 597b, 597c, 597d, 597e, 597f, 597g, 597h ... 3. The display objects 591, 592, and 593 are positive regions 591a, The positional relationship between 592a, 593a and the shadow areas 591b, 592b, and 593b is aligned to create a sense of unity. It expresses a certain dark side.
[0329] On the other hand, cut display, which is a display object cut out from existing animation material, (Cut screen) 598 has a different light source than the display objects 591, 592, and 593. Because they are drawn in the same place, there is a discrepancy in the light sources between the two, which gives a sense of incongruity to players who are watching carefully. There is a risk that this may occur.
[0330] However, the display screen 597 shows a shadow area relative to a bright area 598a of the cutout display 598. The shading density of 598b is calculated by dividing the shading density of the positive regions 591a, 591b, and 598c of the display objects 591, 592, and 593. The shading density of the shadow areas 591b, 592b, and 593b is different from that of the shadow areas 591b, 592b, and 593b relative to 2a and 593a.
[0331] As a result, the gaming machine 10 displays the cut display 598 and the display objects 591, 592, and 5 The results show that the difference in the shadow density is more important than the inconsistency in the light source of the shadow area. The gaming machine 10 detects two or more display objects having inconsistencies in the virtually set light sources. By using the shade density as a standard to create a consistent shade expression, it is possible to achieve a certain degree of uniformity overall. The present invention realizes a display control with a sense of presence, and identifies two or more display objects with shadow representation. Improve sexuality.
[0332] In addition, the display object having a shadow representation by the first virtual light source (the first light source object or a group of first light source objects) and a display object with a shadow representation by a second virtual light source (second light source object or second light source object group) and at least one of them It is desirable for one of the display objects to have two or more. For example, The shadow areas 591b, 592b, and 593 are shaded by a common virtual light source. By expressing (displaying) b, the shade expression of the display objects 591, 592, and 593 is unified. As a result, the gaming machine 10 produces the following effect on the display objects 591, 592, and 593: The shaded areas 591b, 592b, and 593b can be arranged in a uniform manner. A shadow area 598b in a cut display 598 and display objects 591, 592, and 593 The inconsistency in the position of the shadow areas is highlighted by comparing them with the shadow areas 591b, 592b, and 593b in However, it is possible to clearly create a sense of unity based on the shade density.
[0333] In addition, a display object with a shadow representation by a first virtual light source and a display object with a shadow representation by a second virtual light source are It is desirable that each display object with a shadow representation has a different function. For example, the left decoration pattern, the middle decoration pattern, and the right decoration pattern that compose the large pattern group 501 are all It is preferable that the left side of ... The pattern and the center decoration pattern are the first light source object group, and the right decoration pattern is the second light source object group. It is not advisable to group them together. For example, the display objects with different functions are as follows: Large pattern group 501, small pattern group 502, special pattern 1 reserved number display 503, and special pattern 2 reserved number display 5 04, a waiting hold display 505, a digest hold display 506, a background display 507, etc.
[0334] In addition, among the decorative patterns constituting the large pattern group 501, the left decorative pattern and the right decorative pattern constituting the reach The first light source object group is the pattern, and the middle pattern (final stop pattern) that does not constitute a reach is The second light source object is a second light source object. This is a desirable mode because the two light source objects have different functions. Included.
[0335] In addition, the gaming machine 10 of the first embodiment described above (including the modified examples) has the following features in one aspect. It has the following characteristics. In addition, conventional gaming machines have a feature that the display of various display objects is not easily distinguishable. The gaming machine 10 of the first embodiment is capable of displaying a wide variety of display objects. To provide a gaming machine capable of improving the distinguishability of
[0336] (1) A gaming machine (for example, the gaming machine 10) displays a first display object and a second display object. a display means for displaying the first display object in a shaded manner; and a second display means for displaying the second display object in a shaded manner. When displaying a display object, the shading density set for the second display object is lower than that set for the first display object. and a control means for relatively darkening the shade density set for the display object (for example, See Figure 21).
[0337] (2) A gaming machine (for example, the gaming machine 10) displays a first display object and a second display object. A display means for displaying the object in a shaded manner in a display area; Of the first display position and the second display position in the center, the first display position is fixed. When the first display object is displayed and the second display object is displayed by fixing the first display position, The shading density set for the second display object is set to be lower than the shading density set for the first display object. and a control means for relatively darkening the color (see, for example, FIG. 22).
[0338] (3) The gaming machine (for example, the gaming machine 10) displays a first display object and a second display object. a display means for displaying the first display object with a shaded representation; and a control means for making the shading density set for the second display object relatively darker than the shading density set for the second display object. The control means fixes a first display object (e.g., For example, a display object BD3) is displayed and fixed at the second display position in the display area. When displaying a second display object (for example, display object BD1), the first display position The first display position is set to the periphery of the display area and the second display position is set to the center of the display area (for example, , see Figure 22).
[0339] (4) The control means of (3) controls the first display object (e.g., the display object BD 3) A second display object (for example, display object BD1) is displayed in front of the first display object. (See FIG. 22 for example.)
[0340] (5) A gaming machine (e.g., gaming machine 10) displays a display object in a display area with a shadow representation. A display means capable of displaying a moving object (e.g., a character object 552) in front of the display area. and a movable means for moving the display object in a first state in which the movable object is retracted from the front of the display object. The shadow density of the display object is displayed so that it can be perceived with a first shadow density (for example, a shadow area 211). In a second state in which a moving object is in front of the display object, The shadow density is displayed so that it can be perceived as a second shadow density different from the first shadow density (for example, the shadow area 2 10, 212) control means (see, for example, FIG. 30).
[0341] (6) The gaming machine (e.g., the gaming machine 10) displays a first display object (e.g., a display object object 591) and a second display object of the same type as the first display object (for example A display means capable of displaying the first display object (591) and the second display object (592) in a shaded representation, When displaying the first and second display objects, the shading set for the first display object is and a control means for making the shading density set for the second display object relatively darker than the shading density set for the second display object. (For example, see Figure 33(2)).
[0342] (7) The gaming machine (e.g., the gaming machine 10) displays a first display object (e.g., a display object Objects 591, 592, 593) and a second display object (for example, Cut Display 5 98) and a display means capable of displaying the shadow representation, and For example, the virtual light source of the shadow area 591b, 592b, 593b) and the virtual light source of the second display object When the virtual light source of the shadow area (e.g., shadow area 598b) in the first display object is different from the virtual light source of the shadow area in the second display object, a control means for making the shading density set for the first display object different from the shading density set for the second display object; and (see, for example, FIG. 35).
[0343] (8) The gaming machine (e.g., the gaming machine 10) displays a first display object (e.g., a display object A first display object (e.g., display object 591) and a second display object (e.g., display object 592) and a first 3. A display object (e.g., cut display 598) and a display that can be displayed with a shadow representation means for detecting a virtual light source (e.g., a shadow area 591b) in a first display object and a second display object; The virtual light source in the displayed object (e.g., shadow area 593b) coincides with the virtual light source in the displayed object (e.g., shadow area 593b). The virtual light source in the display object (e.g., the shadow area 591b) and the third display object When the virtual light source of a shadow area (e.g., shadow area 598b) in the first display mode is different from the virtual light source of the shadow area in the second display mode, the virtual light source of the shadow area in the first display mode is different from the virtual light source of the shadow area in the first display mode. The shading density set for the first display object is made the same as the shading density set for the second display object. The shading density set for the first display object and the shading density set for the third display object are and a control means for varying the degree of illumination (see, for example, FIG. 35).
[0344] [Second embodiment] Next, a gaming machine 10 according to a second embodiment will be described. , at least two stickers are attached to the board box, but the components mounted on the board This makes it easy to check and makes it possible to implement reliable fraud prevention measures. The arrangement environment will be described with reference to FIG. 36. FIG. 36 shows an example of the gaming machine of the second embodiment. In addition, the same reference numerals are used to denote the same components as those in the first embodiment. The details are omitted.
[0345] FIG. 36 shows the state in which the front frame 12 of the gaming machine 10 is opened relative to the outer frame (main body frame) 11. The gaming machine 10 has an outer frame 11 fixed to a gaming facility generally called an island, and a front frame 12 open. This allows maintenance work to be carried out by staff. The gaming machine 10 is installed in an open environment on the side closer to the axis where the front frame 12 is supported by the outer frame 11. In particular, in recent gaming machines, the front side component of the front frame 12 is Since the protruding amount of the frame (for example, the frame decoration device 18 and the upper plate 21, etc.) is large, the front frame 12 may be loose. The opening of the front frame 12 may be affected by the equipment in the stadium (e.g., call lamps, card units, etc.). The outer frame 11 has a left side that rotates to open and close the front frame 12. However, it is also possible to open and close the front frame 12 by using the right side as a pivot axis.
[0346] The front frame 12 is provided with a game control device 100 and a performance control device 300 on the back side of the game board 30. The game control device 100 is connected to a game device housed in a board box with the connector connection portion facing the board box. The control board 600 is connected to the board box 300 via the connector. The front frame 12 includes a performance control board 601 housed in the front frame (main frame) 12. The various substrates 602, 603, and 604 are provided on the rear side of the substrate. 604 is a control board (for example, a dispensing control board), a relay board (for example, the relay board 70) , and other substrates (for example, LED substrates and sensor substrates). When the surface frame 12 is opened, the component mounting surface is made visible, and the game control board 600 and the performance control A substrate 601 supports various substrates 602, 603, and 604.
[0347] The gaming machine 10 includes a game control board 600, a performance control board 601, and various boards 602, 603, 03, 604 are electrically connected by a harness. At this time, the harness is used to It functions as a signal line for transmitting and receiving signal, or a power line for transmitting power between boards.
[0348] The front frame 12 has various circuit boards and harnesses (not shown) connected to the circuit boards on the back side. The front frame 12 is provided with a protective cover (not shown) to cover the back of the board and harness. In some cases, the surface may be exposed.
[0349] Next, the overview of the game control device 100, which is the most important object of management as a countermeasure against fraud, is shown in FIG. FIG. 37 is a diagram showing an example of an overview of the game control device of the second embodiment. It is.
[0350] The game control device 100 is supported on the front frame 12 via a mounting base 624. The device 100 accommodates the game control board 600 in a board box 620. 0 is a box-shaped rectangular shape when viewed from the front, with an engagement part on the upper long side and The opposite side is provided with a locking portion and is attached to the mounting base 624. The board box 620 has a substantially rectangular shape and is slightly larger than the board box 620. Correspondingly, it is provided with an engaged portion, and a locked portion corresponding to the locking portion of the board box 620 is provided.
[0351] The board box 620 is attached by first engaging the engaging portion with the engaged portion, and then using the engaging portion as a pivot. The mounting base 624 is then placed on the mounting base 624, and the locking portion is locked to the locked portion. When removing the board box 620 from the mounting base 624, The lock 620 requires an operation to release the locked state between the locking portion and the locked portion. The locking state of the board box 620 is easily recognized by a worker who performs maintenance work on the gaming machine 10. It has an operating side for solving the puzzle.
[0352] The board box 620 has an upper member (lid) and a lower member (bottom) as its main structure. The upper member and the lower member sandwich and house the game control board 600. The game control board 600 is supported by a board support portion (for example, a boss), and the game control board 6 00 is fixed to the lower member. The lower member is supported by a board support portion (e.g., a rib or boss) to support the game system. The game control board 600 is supported by both the upper and lower members. The support is provided on the outer surface of the support member with a predetermined gap therebetween.
[0353] The upper and lower members are fastened to each other by fastening parts 621 and 622 (for example, screws, etc.). The crimping portions 621 and 622 are switched between a crimped state and an unclamped state a predetermined number of times. For example, the number of rivets 621 and 622 is the number of rivets required before rivet formation. By caulking one of them, the board box 620 is in a caulked state. By destroying the prepared area in advance, traces (such as cut marks on the resin) are preserved. The board box 620 also has a sealing portion. A sealing seal 650 is attached, and the board box 620 is opened or closed depending on the state of the sealing seal 650. For example, the sealing seal 650 can be used to detect the opening of the substrate box 620. The seal is broken, and the broken state indicates that the board box 620 has been opened. The sealing seal 650 may include an RF (Radio Frequency) tag or the like. In addition, the board box 620 can be checked for opening or closing by short-distance wireless communication (for example, by communication failure). The present invention may be applicable to a method for detecting a malfunction of an antenna by detecting a malfunction of the antenna.
[0354] The game control board 600 is a rectangular (e.g., oblong) glass epoxy board. The control board 600 is a two-layer board with the front side being a component mounting surface and the back side being a solder surface. The board 600 has a required number of mounted components on its component mounting surface. The control board 60 is not exposed to the outside and is located inside the board box 620 so that it cannot be replaced. 0 has a board number display area 610 on the component mounting surface, and the board number is displayed by silk printing or copper foil. Show the control number.
[0355] The components mounted on the game control board 600 include a game microcomputer 111, an integrated circuit (IC ), passive elements such as resistors, capacitors, and diodes (including light-emitting diodes), and required information A 7-segment display unit 613 capable of displaying the above, an inspection terminal 614, and an R_SW (RAM initialization switch) 112. The setting key (setting key switch) 127 is located on the game control board 600. The gaming microcomputer 111 is not mounted on the board, but is held by the board box 620. It is a type of integrated circuit.
[0356] The 7-segment display unit 613 is a performance display device 135 consisting of a 4-digit 7-segment display and a 1-digit The performance display device 136 includes a seven-segment display. 135 and the probability setting value display device 136 may share a seven-segment display. The inspection terminal 614 is a connection terminal for serial communication that enables the connection of the inspection device 490. It is connected to the inspection device 490 during required inspections, and becomes an unused terminal when the game is in operation at the game center. It is.
[0357] The substrate box 620 has a first seal 630 and a second seal 640 attached to the upper member. A sealing seal 650 is attached across the side member and the lower member. 640 are located near the center of the game control board 600 so as not to overlap each other. It is affixed so that
[0358] The game control board 600 is arranged in a position where the first seal 630 and the second seal 640 do not overlap. Board number display area 610, 7-segment display unit 613, gaming microcomputer 111, inspection terminal 614 , R_SW 112. The setting key 127 also positions the first seal 630 and the second seal 6 It will be placed in a position where it does not overlap with 40.
[0359] The inspection terminal 614 and the R_SW 112 are disposed to the left of the first seal 630 and the second seal 640. The control board 600 is offset in the horizontal direction and disposed at the lower left edge of the control board 600. As a result, the gaming machine 10 can operate the inspection terminal 614 and the R_SW 112. , the visibility of the first seal 630 and the second seal 640 is ensured.
[0360] The setting key 127 is rotated to the right (horizontally) with respect to the first seal 630 and the second seal 640. The gaming machine is offset to the right side of the gaming control board 600. 10, even when the setting key 127 is operated, the first seal 630 and the second seal 640 The visibility of the vehicle is ensured.
[0361] That is, the first seal 630 and the second seal 640 are each When the setting key 127 is attached to the operation machine 10, the setting key 127 is turned horizontally (to the left) by a predetermined amount ( For example, the stickers should be placed far enough away to avoid interference from the keys handled by game attendants. It is attached.
[0362] The first seal 630 is laterally spaced from the lower side of the setting key 127 by the second seal 640. This makes the gaming machine 10 more visible than the second sticker 640. This advantageously eliminates the risk of reducing the visibility of the first seal 630, which has excellent visibility.
[0363] The setting key 127 is located below the 7-segment display unit 613 and is It is offset to the right (horizontally) and placed on the right side of the game control board 600. As a result, even when the setting key 127 is operated, the gaming machine 10 displays the 7-segment display unit 6 13 visibility is ensured.
[0364] That is, the 7-segment display unit 613 is a circuit board box 620 attached to the gaming machine 10. In this state, the setting key 127 is moved horizontally (to the left) by a predetermined amount (for example, The key is attached at a distance (enough to avoid interference from the key ring) that is
[0365] In particular, the setting key 127 is operated by an amusement facility attendant by inserting one of the keys from the set. Therefore, the set of keys hanging below the setting key 127 may be the first seal 630 or the second seal 630. The display 640 is disposed at a position that does not obstruct the visibility of the 7-segment display unit 613. With this arrangement, the gaming machine 10 can be adapted to have the first seal 630 bend over by contact with the hanging key set. This reduces the chance of damaging the second seal 640. 10, the seven-segment display in the circuit board box 620 (upper member) is activated by contact with the hanging key set. This reduces the chance of scratches on the area covering the display unit 613. This suitably prevents the visibility of the 7-segment display unit 613 from decreasing during an in-use period.
[0366] In addition, the gaming machine 10 is configured to align the first seal 630 and the gaming microcomputer 111 without overlapping each other. By arranging them close to each other, it is easier to check the positions of both. 30, using the position of the gaming microcomputer 111 as a clue, the first seal 630 and the second seal 640. In addition, the gaming microcomputer 111 can easily distinguish the position of the first seal 630. This makes it easy to confirm the position of the game microcomputer 111.
[0367] In addition, the gaming machine 10 is configured to remove the overlap between the second seal 640 and the 7-segment display unit 613. By arranging them close to each other, it is easy to confirm the positions of both. 0, the first seal 630 and the second seal 64 are determined based on the position of the 7-segment display unit 613. The seven-segment display unit 613 also makes it easy to distinguish the number from the number 0. This makes it easier to check the position of the 7-segment display unit 613. The second seal 640 has low transparency due to the surface treatment. 3, which contributes to improving the visibility of the 7-segment display unit 613 when it is illuminated. The seal 640 is a light diffusing seal when the light emitting diode is placed so as to overlap the second seal 640. It functions as a sheet and is excellent in terms of ease of checking the light emission state of the light-emitting diode.
[0368] In addition, the game control board 600 has a required number of connectors in the connector area 611, The connector including the test terminal 590 is attached to the board box 620 (upper member). The exterior of the board box 620 is exposed through a window that serves as an opening, and a predetermined harness and connector are inserted. This allows for a direct connection to the computer.
[0369] Next, the overview of the first seal 630 of the game control device 100 will be described with reference to FIG. FIG. 38 is a diagram showing an example of a first seal of the game control device of the second embodiment. The filter 630 is made of a transparent material (such as PET (Polyethyleneterephthalate)). The back surface of the seal base 631 is made an adhesive surface and is attached to the surface of the upper member of the board box 620. It is attached.
[0370] The first seal 630 has a model name information display 632, a rating information display 633, and a manufacturer information display. The model name information display 632 and the rating information display 634 are displayed. 33 and manufacturer information display 634 are printed in opaque white on transparent seal base 631 The green resist color of the game control board 600 seen through the seal base 631 is The opaque white characters can be easily read against a background.
[0371] The model name information display 632 displays the model name of the gaming machine 10 (for example, "P Sample MC"). The rating information display 633 indicates the rated voltage of the gaming machine 10 (for example, AC24V±1.2V). Displays the rating information including the power supply voltage (V) and power consumption (e.g., 200VA). Manufacturer Information Display 6 34 indicates the manufacturer's name (for example, company name). The display 634 uses a smaller font than the model name information display 632, and is used to confirm the mounting surface of the board. This contributes to ease of recognition.
[0372] The two-dimensional information display 636 is displayed on an opaque white two-dimensional information base 635 . As a result, the gaming machine 10 improves the optical readability of the two-dimensional information display 636, By limiting the opaque area to the range of the two-dimensional information base 635, it contributes to the ease of checking the board mounting surface. The two-dimensional information display 636 displays required information, for example, by a QR code (registered trademark). Display.
[0373] Next, the overview of the second seal 640 of the game control device 100 will be described with reference to FIG. FIG. 39 is a diagram showing an example of a first seal of the game control device of the second embodiment. The seal base 641 is made of a transparent material (such as PET) and has a back surface covered with an adhesive. It is attached to the surface of the upper member of the board box 620 as a mounting surface.
[0374] The seal base 641 is different from the seal base 631 of the first seal 630 in that The transparency is reduced, making it a so-called light diffusion sheet. 640 is a component mounting surface of the game control board 600 when viewed through the seal base 631. Although it is difficult to confirm the part number, the number and shape of the mounted parts can be confirmed with sufficient visibility. .
[0375] The second seal 640 includes an opening information display 642, a board information display 644, and a two-dimensional information display. 645 is displayed. The title display (for example, “Opener”, “ "Opening date", "opening number"), title display of board information display 644 (for example, "Main board The "plate control number" and border markings are opaque black and are made of a seal base with a low transparency finish. Compare with 641 for optimal visibility.
[0376] The board information (for example, "ABC No. 001") in the board information display 644 is opaque. The information is displayed in opaque black letters on a transparent white information display base 643. The display 645 is also displayed in opaque black on the information display base 643 shared with the board information. This improves the optical readability of the two-dimensional information display 645 in the gaming machine 10. The two-dimensional information display 645 displays required information, for example, by a QR code (registered trademark). The opening information display 642 includes the fields for the opener and the opening date, and is opaque white. This allows the required information to be entered later.
[0377] In this manner, the second seal 640 has a reduced seal-based permeability compared to the first seal 630. The visibility of the board mounting surface is poor in terms of the degree of transparency, and the proportion of the non-transparent area in the whole Also, the visibility of the board mounting surface is poor.
[0378] In this way, the gaming machine 10 clearly distinguishes between the first seal 630 and the second seal 640. In addition, the gaming machine 10 improves the visibility of the components mounted around the first seal 630 by using the second seal 630. This can improve the visibility of components mounted around the periphery of the display.
[0379] In addition, the opaque white area occupying a certain area in the second seal 640 is the front frame 12 By opening the door, maintenance work can be performed in a relatively dark place. Since it is highlighted in white, it is useful as a guide for identifying the work position.
[0380] Next, an overview of the sealing seal 650 of the game control device 100 will be described with reference to FIG. FIG. 40 is a diagram showing an example of a sealing seal of the game control device of the second embodiment. The seal base 651 is made of an opaque material (such as paper) and has a back surface that is adhesive. The sealing plate 620 is attached to the upper and lower members of the board box 620. The seal 650 is broken when the board box 620 is opened, so that the traces of opening can be easily confirmed. Therefore, the sealing member 650 is protected from the outside by a protective member so that it is not damaged by external forces. is protected from exposure.
[0381] The seal base 651 is easy to open, unlike the first seal 630 and the seal base 631. The material is such that it can leave a mark. The sealing seal 650 is entirely opaque. Therefore, the component mounting surface cannot be seen through the seal base 651 .
[0382] The sealing seal 650 has a do-not-open indication 653, a management information indication 654, and a two-dimensional information indication 656. The do-not-open sign 653 is a white seal base 652 with a forgery prevention pattern and Both are printed in blue, and the management information display 654 is printed in opaque black on the white seal base 652. It is printed in color.
[0383] Do Not Open Display 653 displays a warning message (e.g., "Do Not Open") to warn against opening the document. The management information display 654 displays a predetermined management number (for example, a unique identification number). Display.
[0384] The two-dimensional information display 656 is displayed on an opaque white two-dimensional information base 655 . This allows the gaming machine 10 to improve the optical readability of the two-dimensional information display 656. The information display 636 displays required information using, for example, a QR code (registered trademark).
[0385] Next, an overview of the dispensing control device 200, which is an important control target as a fraud countermeasure, is shown in FIG. FIG. 41 is a diagram showing an example of an overview of the dispensing control device of the second embodiment. do.
[0386] The dispensing control device 200 is supported on the front frame 12 via a mounting base (not shown). The control device 200 accommodates the dispensing control board 602 in a board box 660. 660 is a box-shaped, rectangular shape when viewed from the front, and is attached to a slide guide (not shown). The mounting base is guided and attached.
[0387] The board box 660 has an upper member (lid) and a lower member (bottom) as its main structure. The upper member and the lower member sandwich and house the dispensing control board 602. The dispensing control board 602 is supported by a plate support portion (for example, a boss), and the dispensing control board 6 The lower member is fixed to the board by a board support part (e.g., a rib or boss). As a result, the dispensing control board 602 is made up of both an upper member and a lower member. The support is provided on the outer surface of the support member with a predetermined gap therebetween.
[0388] The upper and lower members are fastened together by a fastening portion 668 (eg, a screw or the like). The crimping portion 668 switches between a crimped state and an unclamped state a predetermined number of times while leaving a trace. For example, the crimping portion 668 has a required number of screws before crimping. By crimping one of them, a crimped state is created, and a pre-prepared portion of the board box 660 is By destroying the part, it is possible to release the crimped state while retaining traces (for example, cut marks on the resin). can.
[0389] The dispensing control board 602 is a rectangular (for example, oblong) glass epoxy board. The control board 602 is a two-layer board with the front side being a component mounting surface and the back side being a solder surface. The board 602 has a required number of mounted components on its component mounting surface. The dispensing control board 60 is located in the board box 660 and is not exposed to the outside so that it cannot be replaced. 2 has a board number display area 661 on the component mounting surface, and is printed on the board by silk printing or copper foil. Show the control number.
[0390] The components mounted on the dispensing control board 602 include a dispensing microcomputer 662, an integrated circuit (IC ), passive elements such as resistors, capacitors, and diodes (including light-emitting diodes), and required information A 7-segment display 664 capable of displaying the above, an inspection terminal 663, and an R_SW (error release switch) 6 67. The dispensing microcomputer 662 is also an integrated circuit.
[0391] The seven-segment display unit 664 is a one-digit seven-segment display, and displays an error depending on the display mode. The test terminal 663 is a connection terminal for serial communication that allows a test device to be connected. It is connected to the inspection device during required inspections and is an unused terminal when the game is in operation at the game center. is.
[0392] The board box 660 has a first seal 670 and a second seal 680 attached to the upper member. A sealing seal 650 is attached across the side member and the lower member. 680 are located near the approximate center of the dispensing control board 602 so as not to overlap each other. It is affixed so that
[0393] The dispensing control board 602 is arranged in a position where the first seal 670 and the second seal 680 do not overlap. Board number display area 661, 7-segment display unit 664, microcomputer for payment 662, inspection terminal 663 , R_SW667, and setting key 127 are placed.
[0394] The inspection terminal 663 is arranged to the left of the first seal 670 and the second seal 680 (horizontally aligned). The counter is offset to the left (bottom) and disposed at the lower left periphery of the dispensing control board 602. In the gaming machine 10, even when the inspection terminal 663 is operated, the first seal 670 and the second seal The visibility of the 680 is ensured.
[0395] The R_SW 667 is aligned to the right (horizontally) with respect to the first seal 670 and the second seal 680. The counter is offset to the right (side) and disposed on the lower right peripheral edge of the dispensing control board 602. In the gaming machine 10, even when the R_SW 667 is operated, the first seal 670 and the second seal The visibility of the 680 is ensured.
[0396] In addition, the gaming machine 10 includes a first seal 670, a second seal 680, and a payout microcomputer 662. By arranging them close to each other while eliminating overlap, it is possible to easily confirm the positions of both. That is, the first seal 670 and the second seal 680 are used as clues to the position of the dispensing microcomputer 662. This makes it easy to distinguish between the first seal 670 and the second seal 680. The dispenser 662 uses the positions of the first seal 670 and the second seal 680 as clues to determine the dispenser microcomputer. Makes it easier to locate Con662.
[0397] In addition, the gaming machine 10 is configured to remove the overlap between the second seal 680 and the 7-segment display unit 664. By arranging them close to each other, it is easy to confirm the positions of both. 0, the first seal 670 and the second seal 68 are determined based on the position of the 7-segment display unit 664. In addition, the seven-segment display unit 664 allows the user to easily distinguish the position of the second seal 680. This makes it easier to check the position of the 7-segment display unit 664.
[0398] In addition, the dispensing control board 602 has a required number of connectors in the connector area 665, The connector including the test terminal 663 is attached to the board box 660 (upper member). The exterior of the board box 660 is exposed through a window that serves as an opening, and a predetermined harness and connector are inserted. This allows for a direct connection to the computer.
[0399] Next, an overview of the first seal 670 of the dispensing control device 200 will be described with reference to FIG. FIG. 42 is a diagram showing an example of a first seal of the dispensing control device of the second embodiment. The board box 670 is attached to the back of the transparent seal base 671 with the adhesive side. The adhesive 660 is attached to the surface of the upper member.
[0400] The first seal 670 includes an area indication 672, a board information indication 673, and an operation confirmation information table. The area indicating indication 672 is opaque to the transparent seal base 671. It is printed in a clear red color and clearly shows the display areas for the board information display 673 and the operation check information display 674. .
[0401] The board information display 673 displays the board information (for example, "Dispense control board") in opaque white characters. The operation confirmation information display 674 displays the operation confirmation information in opaque white characters. The operation confirmation information is the display state of the 7-segment display unit 664 and the operation state of the dispensing control device 200. For example, the 7-segment display unit 664 displays "- ". When this is displayed, it indicates that the dispensing control is normal, and the 7-segment display unit 664 displays "1." When this happens, the dispense control will inform you that a bulb has run out error has occurred.
[0402] Next, the overview of the second seal 680 of the dispensing control device 200 will be described with reference to FIG. FIG. 43 is a diagram showing an example of a second seal of the dispensing control device of the second embodiment. The seal base 680 is made of a transparent material (such as PET) and has a back surface that is made of an adhesive. It is attached to the surface of the upper member of the board box 660 as a mounting surface.
[0403] The seal base 681 is made of a transparent material, similar to the seal base 671 of the first seal 670. In addition, the second seal 640 is attached to the components of the game control board 600 through the seal base 671. Although it is difficult to confirm the part numbers when looking at the mounting surface, it is possible to confirm the number and shape of mounted parts. It has a reasonable degree of visibility.
[0404] The second seal 680 includes an opening information display 682, a board information display 683, and a two-dimensional information display. 685 is displayed. The title display (for example, "Opener", " "Opening date", "opening number"), title display of board information display 644 (for example, "Dispatch The control board and frame markings are opaque black, and are visible through the seal base 681. The opaque black characters are clearly readable against the green background, which is the resist color of the output control board 602. It is possible to obtain.
[0405] The two-dimensional information display 685 is displayed in opaque black on the white two-dimensional information base 684. As a result, the gaming machine 10 improves the optical readability of the two-dimensional information display 685. The two-dimensional information display 685 displays required information, for example, by a QR code (registered trademark). The opening information display 682 includes an opaque white box for the opening name and opening date. , so that the necessary information can be entered later.
[0406] In this manner, the second seal 680 has a reduced seal-based permeability compared to the first seal 670. The degree of incompatibility is the same, but the opening information display 682 and the two-dimensional information base 684 are used to reduce the overall The proportion of the transparent area is large, and the visibility of the board mounting surface is poor.
[0407] In this way, the gaming machine 10 clearly distinguishes between the first seal 670 and the second seal 680. In addition, the gaming machine 10 improves the visibility of the components mounted around the first seal 670 by using the second seal 670. This can improve the visibility of components mounted around the periphery of the display.
[0408] In addition, the opaque white area that occupies a certain area of the second seal 680 is the front frame 12 By opening the door, maintenance work can be performed in a relatively dark place. Since it is highlighted in white, it is useful as a guide for identifying the work position.
[0409] Next, a first seal 630 and a second seal 640 of the game control device 100 are placed under the The mounting parts will be described with reference to FIG. 44. FIG. 44 shows the components of the game control device of the second embodiment. FIG. 1 is a diagram showing an example of the relationship between a first seal, a second seal, and mounted components. The relationship between the seal and the mounted parts will be described using the dispenser 100 as an example. The same can be applied to the other control devices.
[0410] The first seal 630 and the second seal 640 connect the substrate box 620 to the upper member 690 and the lower member 691. The upper member 690 is attached to the upper surface of the upper member 690. The upper member 690 has a rib on the surface. 692 and ribs 693, 694 on the back surface. The surface to which the second seal 640 is attached is one step higher than the surface to which the second seal 640 is attached, and the key It has a function of protecting the first seal 630 and the second seal 640 from damage caused by obstacles such as bundles. The rib 693 guides the outer edge of the attachment position of the first seal 630 and prevents the first seal 630 from being attached. The rib 693 serves as a guide for the attachment position. Since it is located on the side of the sticker, precise alignment is not required, reducing the risk of mistakes when reapplying. In addition, the rib 694 is provided at the position where the second seal 640 is attached. The rib 694 guides the outer edge and serves as a guide for the application position of the second seal 640. Since it is located on the back side of the attachment position of 40 (the back side of the attachment surface), strict alignment is not required. This reduces the risk of mistakes when reapplying stickers, and makes sticker application easier. 2 has a height that is the highest position of the upper member 690 and is The position of the gaming microcomputer 111 is indicated by placing the gaming microcomputer 111 near or overlapping the gaming microcomputer 111. It may be something that makes it possible.
[0411] The rib 693 is formed in a straight line and is aligned along the attachment position of one side of the first seal 630. Alternatively, the first seal 630 may be formed in a rectangular shape. The rib 693 may be a guide for the attachment position of the two sides that form the first sheet. If the rib 693 is to guide one or two sides of the outer edge of the attachment position of the tape 630, The risk of impairing the visibility of the components mounted around the seal 630 can be suppressed. 3 may guide three or four sides of the outer edge of the attachment position of the first seal 630. The height of the rib 693 is sufficient if the presence of the rib can be confirmed, and the height of the first seal 63 There are no restrictions on the height of components mounted around 0.
[0412] The rib 694 is formed in a straight line and is aligned along the attachment position of one side of the second seal 640. Alternatively, the second seal 640 may be formed in a rectangular shape. The rib 694 may be a guide for the attachment position of the two sides that form the second sheet. If the rib 694 is to guide one or two of the outer edges of the attachment position of the tape 640, the tape 694 may be the first. The risk of impairing the visibility of the components mounted around the seal 640 can be suppressed. 4 may guide three or four sides of the outer edge of the attachment position of the second seal 640. The height of the rib 694 is sufficient if the presence of the rib can be confirmed, and the second seal 64 There are no restrictions on the height of components mounted around 0.
[0413] In addition, the position where the first seal 630 overlaps and the position where the second seal 640 overlaps are different from each other. No mounting components taller than the icon 111 are placed on the first seal 630. The overlapping position allows the placement of a mounting component 695 that is shorter than the gaming microcomputer 111. Therefore, the placement of a mounting part 697 that is taller than the gaming microcomputer 111 is not permitted. The position where it overlaps with 640 allows the placement of a mounting part 696 that is shorter than the gaming microcomputer 111. However, the placement of mounting components 698 taller than the game microcomputer 111 is not permitted.
[0414] In addition, the position where the second seal 640 overlaps is arranged at a position where the first seal 630 overlaps. For example, a mounting component that is taller than the mounting component is not placed on the first seal 630. At the position where the mounting part 695 is to be placed, the mounting part 695 is placed as the tallest mounting part at that position. When the mounting component 695 is mounted on the second seal 640, the mounting component 695 is located at a position where the mounting component 695 is located. 6 is permitted, but the placement of mounting parts 698 that are taller than the gaming microcomputer 111 is not permitted. Not acceptable.
[0415] This makes it easier to check the mounted components that are placed in a position that overlaps the first seal 630, and 2. Differentiate the ease of checking the mounted parts placed in the overlapping position of the seal 640 to improve checking workability. Improve.
[0416] Next, the ease of checking the mounted components around the first seal 630 of the game control device 100 This will be described with reference to Figure 45. Figure 45 shows the first seal of the game control device of the second embodiment. FIG. 13 is a diagram showing an example of visibility in five directions.
[0417] The mounting components that overlap the first seal 630 are not covered by the first seal 630 because the first seal 630 is made of a transparent material. Therefore, it can be easily observed from the viewpoint SD5, which is a bird's-eye view. The mounting parts that overlap with the microcomputer 111 are viewed from the viewpoint SD3, which is a side view through the microcomputer 111. It is difficult to confirm the location of the sealing seal 650 from the first seal 630. Therefore, there is no hindrance to checking the mounted components located in a position overlapping first seal 630.
[0418] In addition, the mounted components that are located in a position overlapping the first seal 630 are viewed from the viewpoints SD1, S D2 and SD3. Also, the actual seal 630 overlaps the first seal 630. Since the mounting parts are not higher than the gaming microcomputer 111, the viewpoints SD1, S It can be reliably observed from D2 and SD3.
[0419] The gaming microcomputer 111 is sufficiently sealed because there is a required gap between the sealing seal 650. Also, the information display surface 699 that is the object of confirmation by the gaming microcomputer 111 is on the first seal 630 side and can be easily seen through the first seal 630 or from the viewpoint SD1. It has become possible to observe the
[0420] Next, the ease of checking the mounted components around the second seal 640 of the game control device 100 This will be described with reference to Figure 46. Figure 46 shows the second seal of the game control device of the second embodiment. FIG. 13 is a diagram showing an example of visibility in five directions.
[0421] The mounting components that overlap the second seal 640 are processed to reduce the transparency of the second seal 640. Although it is possible to observe it from the bird's-eye view point SD5, it is difficult to observe it reliably. In addition, the mounting parts that overlap the second seal 640 are not included in the game machine. Because it is far enough away from Con 111, the viewpoints SD1, SD2, SD 3, easily observable from SD4.
[0422] In addition, among the mounting components that are placed in a position overlapping the second seal 640, those that have a height equal to or greater than a predetermined height are The information display surface is set on the side of the mounted components, including the gaming microcomputer 111, rather than on the top. As a result, among the mounted components that are located in a position overlapping the second seal 640, those with a height equal to or greater than a predetermined height are Even for mounted components, information is displayed from the side-viewing viewpoints SD1, SD2, SD3, and SD4. The display surface can be easily observed. It can be made to a height greater than that of the circuit (IC).
[0423] Next, an upper member for enhancing the ease of confirmation from a side view of the second seal 640 of the game control device 100 The structure of the game control device according to the second embodiment will be described with reference to FIG. 13 is a diagram showing an example of the structure of an upper member that improves the ease of checking the two seals from the side.
[0424] The mounting components that overlap the second seal 640 are processed to reduce the transparency of the second seal 640. Although it is possible to observe it from the bird's-eye view point SD5, it is difficult to observe it reliably. In addition, the mounted components that overlap the second seal 640 are not visible from the side. Although it is easily observable from the viewpoints SD1, SD2, SD3, and SD4, it is still not sufficient. Therefore, the upper member 690 is provided with the viewpoints SD1 and SD2, which are side views. , SD3, SD4, for example, on the side of the viewpoint SD4, the game control board 600 A rising wall is provided that rises from a nearby height to the vicinity of the second seal 640. The mounted components located at a position overlapping the second seal 640 can be easily observed from the viewpoint SD4 through the standing wall. It becomes possible to perceive.
[0425] In addition to the vertical wall on the side of viewpoint SD4, A wall may be provided on the side of the point SD2. This allows the mounted components located overlying the seal 640 to be more easily observed.
[0426] Next, the viewpoint guide function for side view of the second seal 640 of the game control device 100 will be described with reference to FIG. FIG. 48 is a side view of the second seal of the game control device according to the second embodiment. FIG. 13 is a diagram illustrating an example of a point guidance function.
[0427] The second seal 640 has a seal base 641 that is processed to reduce transparency. The transparency reduction processing of the second seal 641 provides a certain degree of visibility when viewed from above. The viewpoint SD7 in the range of angle α including the vertical direction of 40 is a position overlapping with the second seal 640. The visibility 710 is sufficient to confirm the position and type of the mounted component 696 on the second side. A viewpoint SD8 in a range beyond the viewpoint SD7 of the seal 640 overlaps with the second seal 640. The second seal 6 provides visibility 711 to the extent that it is difficult to confirm the position and type of the mounted components. 40 is to easily inform the viewer that the viewpoint facing the second seal 640 is not the viewpoint SD7. A latent image (eg, a "mark") is displayed at visibility 711.
[0428] As a result, the gaming machine 10 can determine that the viewpoint is not appropriate for checking the mounted component 696. This allows the gaming machine 10 to easily guide the user to the second seal 640. The viewpoint for checking the mounted component 696 at the position where the component is to be mounted is a viewpoint through the second seal 640. The operator can be guided to the viewpoint SD7 or the viewpoint SD9 for viewing the mounted component 696 from the side. do.
[0429] In addition, the gaming machine 10 of the second embodiment described above (including the modified example) has the following features in one aspect. In addition, in conventional gaming machines, the stickers impair the visibility of the board and are used as a countermeasure against fraud. The gaming machine 10 of the second embodiment is a gaming machine that can more reliably prevent fraud. Provide the equipment.
[0430] (1) The gaming machine (e.g., gaming machine 10) includes a predetermined integrated circuit (e.g., a control device A board on which components including ICs are mounted, and a storage case that stores the board and makes the components visible. a first seal attached to a first position of the storage case; and a storage case that does not overlap with the first position. and a second seal attached to the second position of the first seal. The second seal allows the part to be seen at the first visibility through the second seal. The second visibility is inferior to the first seal, making the components visible. The board is visible through the first seal. Do not mount any components that are taller than the specified integrated circuit, and keep them within a range that is visible through the second seal. Do not mount components that are taller than the specified integrated circuit (for example, see Figure 44).
[0431] (2) The gaming machine (e.g., gaming machine 10) includes a board on which components including a predetermined integrated circuit are mounted. A setting key switch for setting the game, and a board for accommodating the parts in a visible manner. A storage case that stores the setting key switch in an operable manner and a first storage case A first seal is attached to the first position, and a second seal is attached to the second position of the storage case that does not overlap with the first position. and a second seal that is attached to the first seal. The first seal is configured to allow the part to be viewed through the first seal with a first visibility. The second seal has a second visibility that is inferior to the first visibility through the second seal. to make the part visible (see, for example, Figures 37 and 44).
[0432] (3) The first position of (2) is a position where the setting key is pressed when the storage case is attached to the gaming machine. Located away from the switch (see Figure 37 for example). (4) The first position of (2) is a position where the setting key is pressed when the storage case is attached to the gaming machine. Located laterally away from the bottom of the switch (see, for example, Figure 37).
[0433] (5) The second position of (2) is a position where the setting key is pressed when the storage case is attached to the gaming machine. Located away from the switch (see Figure 37 for example). (6) The second position of (2) is a setting key when the storage case is attached to the gaming machine. Located laterally away from the bottom of the switch (see, for example, Figure 37).
[0434] (7) The first and second positions in (2) refer to a state in which the storage case is attached to the gaming machine. and away from the setting key switch (see Figure 37 for example). (8) The first and second positions in (2) refer to a state in which the storage case is attached to the gaming machine. and located laterally away from the bottom of the setting key switch (see, for example, Figure 37).
[0435] (9) The first position of (7) or (8) is laterally distant from the second position. (For example, see Figure 37). (10) A gaming machine (for example, gaming machine 10) includes a component including a predetermined integrated circuit and a predetermined information A substrate on which a display unit capable of displaying the above is mounted, and a setting key switch used for setting the game. The board is housed in a case that allows the components and display unit to be viewed, and the setting key switch can be operated. a first seal attached to a first position of the storage case; and a second seal attached to a second position of the housing case that does not overlap with the position of the display unit. When the storage case is attached to the gaming machine, it is released from the setting key switch and the first position is The first seal is located at a position that does not overlap with either the first or second position. The part is made visible with a first visibility. The second seal is configured to allow the first visibility through the second seal. The part is made visible with a second visibility that is less visible (see, for example, FIG. 37).
[0436] (11) The display unit of (10) is a setting key when the storage case is attached to the gaming machine. - Located laterally away from the switch (see, for example, Figure 37). (12) The gaming machine (e.g., gaming machine 10) includes a predetermined integrated circuit (e.g., a control device A board on which components including ICs are mounted and a housing case that houses the board and makes the components visible. a first seal attached to a first position of the storage case; and a second seal attached to a second position of the storage case that does not overlap with the first position. The second seal is attached to a second position of the container, and a sealing seal seals the container case. The first seal allows the component to be viewed through the first seal with a first visibility. The second seal allows the part to be viewed through the second seal with a second visibility that is inferior to the first visibility. The container case has an outer edge at the first position on the back side of the affixed surface of the first seal of the container case. Provide guiding ribs (see, for example, Figure 44).
[0437] (13) The gaming machine (e.g., gaming machine 10) includes a predetermined integrated circuit (e.g., a control device A board on which components including ICs are mounted and a housing case that houses the board and makes the components visible. a first seal attached to a first position of the storage case; and a second seal attached to a second position of the storage case that does not overlap with the first position. The second seal is attached to a second position of the container, and a sealing seal seals the container case. The first seal allows the component to be viewed through the first seal with a first visibility. The second seal allows the part to be viewed through the second seal with a second visibility that is inferior to the first visibility. The container case has an outer edge at the second position on the back side of the affixed surface of the second seal of the container case. Provide guiding ribs (see, for example, Figure 44).
[0438] (14) The gaming machine (e.g., gaming machine 10) includes a predetermined integrated circuit (e.g., a control device A board on which components including ICs are mounted and a housing case that houses the board and makes the components visible. a first seal attached to a first position of the storage case; and a second seal attached to a second position of the storage case that does not overlap with the first position. The second seal is attached to a second position of the container, and a sealing seal seals the container case. The first seal allows the component to be viewed through the first seal with a first visibility. The second seal allows the part to be viewed through the second seal with a second visibility that is inferior to the first visibility. The container case rises from a position close to the board to a second position along one side of the second seal. It has upstanding walls (see, for example, FIG. 47).
[0439] [Third embodiment] Next, a gaming machine 10 according to a third embodiment will be described. First, the game machine 1 is designed to provide new gameplay and make the gameplay easy to understand for players. The gaming performance of the third embodiment will be described with reference to FIG. FIG.
[0440] The gaming machine 10 is a variable display game, a so-called type 1 game, and is a special game (first special game). It is possible to execute a special chart 2 game (second special chart change display game). 10 is a state other than a jackpot, and there is no time reduction unless there is a distinction between low-value time reduction and high-value time reduction. The gaming machine 10 has a state in which the time-saving function is turned on and a state in which the time-saving function is turned on. A transition lottery is performed, and when there is a time-saving state, a transition lottery is not performed, and when the time-saving count is reached, the time-saving state is canceled. The state transitions to the
[0441] In addition, the low-value time reduction is one of the normal power support states, and the normal variable winning device 37 (starting port 2) There is a chance of winning, but the amount is not large enough (there is virtually no chance of winning, or A low-value time saving is a time saving that is considered to be of low value due to the small number of time saving times. ", "200 times" or "300 times". This is one of the start states, and there is a sufficient chance of winning the normal variable winning device 37 (starting hole 2). This is a time-saving measure that is considered to be of high value. Continue until the jackpot.
[0442] The gaming machine 10 has a jackpot probability of 1 / 99 for both the special chart 1 game and the special chart 2 game. The gaming machine 10 has a jackpot probability of 1 / 99 in both the non-time-saving state and the time-saving state. The distribution rate of "no time reduction" in one game is 0%, and "low value time reduction with 100%" is 100%. The allocation ratio for "200 times with low value time reduction" is 20%, the allocation ratio for "200 times with low value time reduction" is 30%, The allocation rate for "300 times with time saving" is 40%, and the allocation rate for "high value time saving" is 10%. The distribution rate of "no time reduction" in the special chart 2 game is 10%, and "low value time reduction" The allocation ratio for "100 times" is 0%, the allocation ratio for "200 times with low value time reduction" is 0%, The allocation rate for "300 times with time saving" is 0%, and the allocation rate for "high value time saving" is 90%.
[0443] The gaming machine 10 performs a lottery for the c-time reduction in the no-time reduction state. "100 time reductions", "200 low value time reductions", "300 low value time reductions", and "high value time reductions". There are 100 short episodes.
[0444] The probability of winning the c time reduction in the special chart 1 game played by the gaming machine 10 without time reduction is "100 low-value time reductions" is 10 / 99, and "200 low-value time reductions" is 10 / 99. There are 64 / 99 for "300 low-value time reductions" and 14 / 9 for "100 high-value time reductions." 9, and the odds of a miss are 0 / 99. The probability of winning the c time-saving option in the game shown in Figure 2 is 10 / 99 for "100 low-value time-saving options" and "Low value time saving 200 times" is 10 / 99, and "Low value time saving 300 times" is 64 / 99. The odds of winning 100 high-value time-saving rounds are 14 / 99, while the odds of losing are 0 / 99.
[0445] The probability of winning the c time reduction in the special chart 1 game performed by the gaming machine 10 in the time reduction state is , "100 low-value time-saving times" is 0 / 99, and "200 low-value time-saving times" is 0 / 99. , "300 low-value time-saving times" is 0 / 99, and "100 high-value time-saving times" is 0 / 99. The "miss" is 98 / 99. The probability of winning the c time-saving lottery in the game is 0 / 99 for "100 low-value time-savings" and 0 / 100 for "100 low-value time-savings". "200 times time saving" is 0 / 99, "300 times low value time saving" is 0 / 99, and "high value The odds of winning 100 times the time saving are 0 / 99, and the odds of losing are 98 / 99.
[0446] In addition, the special game 1 is a start winning hole 36 (start winning hole) which is a first start winning hole (start winning area). The starting condition is obtained by winning the prize in the prize slot 1, and the special game 2 is a normal variable prize winning device 37 (second starting The starting condition is obtained by winning the starting winning area (the starting winning area). Therefore, the special game is The starting conditions are obtained regardless of whether the game is in a time-saving state or not, but the special game 2 has no time-saving state. In this state, it is difficult to obtain the starting conditions, but in the state with time saving, the starting conditions are easily obtained.
[0447] Next, the game state transition in the gameplay of the gaming machine 10 will be described with reference to FIG. 50 is a diagram showing an example of a gaming state transition in the third embodiment. When the power is turned on with the rear, game control is performed with state A as the initial state. When the gaming machine 10 is powered on without clearing the RWM, that is, when the gaming machine 10 is powered on without clearing the RWM, When a power-on occurs that can restore the game state, game control is resumed from the game state at the time of power cut. Now.
[0448] The gaming states of the gaming machine 10 are classified into state A, state B, and state C in terms of the probability state and the time-saving state. There are three states: state A, state B, and state C. State A is a state where the probability state is low probability and the time-saving state is no time-saving. In state B, the probability state is low probability and the time saving state is low value time saving. In state C, The rate state is a low probability, and the time-saving state is a high-value time-saving state.
[0449] In addition, in the state A where there is no time reduction, the lottery for the c time reduction is held at the same time as the lottery for the big win (Figure 4 9). In state A, if you miss the big win, you will definitely win the c time reduction because there is no miss. , low value time reduction or high value time reduction. Although it has been stated that there are no losing tickets in the time-saving lottery, there may be losing tickets.
[0450] State A has transition conditions T10 to T14. Transition condition T10 is the occurrence of a jackpot without time reduction. After the end of the jackpot, the state changes to state A. Transition condition T11 is a high-value time-saving jackpot. The transition condition T12 is the occurrence of a high-value time reduction ( c time reduction) occurs, and after the end of the jackpot, the state becomes C. Transition condition T13 is low value This is the occurrence of a time-saving jackpot, and after the jackpot ends, the state changes to state B. Transition condition T14 is: This is the occurrence of low-value time reduction (c time reduction), and state B will be reached after the end of the jackpot.
[0451] State B has transition conditions T20 to T23. Transition condition T20 is a low-value time-saving jackpot. The transition condition T21 is the occurrence of a jackpot without time reduction, and after the end of the jackpot, the state changes to state B. The transition condition T22 is the occurrence of a low-value time-saving The specified number of times is consumed, and the end of the low-value time reduction will result in state A. Transition condition T23 is This is the occurrence of a jackpot with time-saving effect, and after the jackpot ends, the state becomes C.
[0452] State B has transition conditions T30 and T31. Transition condition T30 is a high-value time-saving jackpot. The transition condition T31 is a jackpot without time reduction. This occurs, and after the jackpot ends, state A is reached.
[0453] In this type of game state transition, when the gaming machine 10 reaches state C, a jackpot without time reduction is generated. The gameplay is realized by staying in state C until a problem occurs. For example, by setting the rate to 90% (see Figure 49), the player can enjoy consecutive big wins without any burden on the player. Realize sex.
[0454] In addition, when the game center opens and the power is turned on with RWM clear, The control state can be set to state A, which is the initial state. Provide players who start playing from the beginning with the opportunity to be assigned to state B or state C, and assign them to state C. It is expected that there will be an increase in activity due to players hoping for allocation.
[0455] Next, we will explain the graphical display that allows the transition opportunities of states A, B, and C to be grasped. 51 will be used to explain. FIG. 51 shows the third embodiment of the special chart 1 game and the special chart 2 game. FIG. 13 is a diagram showing an example of a pattern corresponding to a result mode.
[0456] The pattern that gets the "non-time-limited jackpot" as the game result is the special pattern 1 (special pattern 1 in the special pattern 1 game) The pattern displayed on the pattern display unit 53 (Figure 1) (the main pattern) is a pattern that belongs to the category of TZ10. There is a large symbol in the special game 1 (displayed as a large symbol group 501 on the display device 41). The pattern (large decorative pattern) belongs to the category of DZ10, and is used in the special pattern 1 game. Small pattern (pattern (small decorative pattern) displayed as small pattern group 502 on display device 41) is a pattern that belongs to the category of SZ10, and is a special pattern 2 (special pattern 2 pattern) in the special pattern 2 game. The pattern (the special pattern) displayed on the display unit 54 is a pattern belonging to the category of TZ20, FIG. 2 shows the large symbols in the game (symbols displayed as the large symbol group 501 on the display device 41) The large decorative pattern is a pattern that belongs to the category of DZ20, and is a small pattern in the special pattern 2 game. The pattern (the pattern (small decorative pattern) displayed as the small pattern group 502 on the display device 41) is SZ This design belongs to the category of 20.
[0457] The pattern that will get the "low-value jackpot with 100 times time reduction" as a game result is the special pattern 1 game. The special pattern 1 in the game is a pattern that belongs to the category of TZ11, and the large pattern in the special pattern 1 game is , DZ11, and the small symbols in the special chart 1 game are SZ11 and The special pattern in the special pattern 2 game belongs to the category of TZ21. The large symbol in the special game is a symbol that belongs to the category of DZ21. Therefore, the small symbols in the Special Chart 2 game belong to the category of SZ21.
[0458] The pattern that will get the "low-value jackpot with 200 times time reduction" as the game result is the special pattern 1 game. The special pattern 1 in the game is a pattern that belongs to the category of TZ12, and the large pattern in the special pattern 1 game is The small symbols in the special game are SZ12 and DZ12. The special pattern in the special pattern 2 game belongs to the category of TZ22. The large symbol in the special game is a symbol that belongs to the category of DZ22. Therefore, the small symbols in the Special Chart 2 game belong to the category of SZ22.
[0459] The pattern that will get the "low-value jackpot with 300 times time reduction" as the game result is the special pattern 1 game. The special pattern 1 in the game is a pattern that belongs to the category of TZ13, and the large pattern in the special pattern 1 game is , DZ13, and the small symbols in the special chart 1 game are SZ13 and The special pattern in the special pattern 2 game belongs to the category of TZ23. The large symbol in the special game is a symbol that belongs to the category of DZ23. Therefore, the small symbols in the Special Chart 2 game belong to the category of SZ23.
[0460] The pattern that gets the "high value time-saving jackpot" as the game result is the special pattern in the special pattern 1 game. 1 is a pattern that belongs to the category of TZ14, and the large pattern in the special chart 1 game is DZ1. The small symbols in the special game are in the category of SZ14. In the special chart 2 game, the special chart 2 is a pattern that belongs to the category of TZ24. The large symbol in the special 2 game is a symbol that belongs to the category of DZ24. The small symbols in these two games are symbols that belong to the category SZ24.
[0461] The pattern that gives you "100 low-value time-saving (c time-saving)" as a game result is the special pattern 1 game. The special pattern 1 in the game is a pattern that belongs to the category of TZ15, and the large pattern in the special pattern 1 game is The small symbols in the special game are SZ15 and DZ15. The special pattern in the special pattern 2 game belongs to the category of TZ25. The large symbol in the special game is a symbol that belongs to the category of DZ25. Therefore, the small symbols in the Special Chart 2 game belong to the category of SZ25.
[0462] The pattern that gives you "200 low-value time-saving (c time-saving)" as a game result is the special pattern 1 game. The special pattern 1 in the game is a pattern that belongs to the category of TZ16, and the large pattern in the special pattern 1 game is The small symbols in the special game are SZ16 and DZ16. The special pattern in the special pattern 2 game belongs to the category of TZ26. The large symbol in the special game is a symbol that belongs to the category of DZ26. Therefore, the small symbols in the Special Chart 2 game belong to the category of SZ26.
[0463] The pattern that gives you "300 low-value time-saving (c time-saving)" as a game result is the special pattern 1 game. The special pattern 1 in the game is a pattern that belongs to the category of TZ17, and the large pattern in the special pattern 1 game is The small symbols in the special game are SZ17 and DZ17. The special pattern in the special pattern 2 game belongs to the category of TZ27. The large symbol in the special game is a symbol that belongs to the category of DZ27. Therefore, the small symbols in the Special Chart 2 game belong to the category of SZ27.
[0464] The pattern that gets the "high value time saving (c time saving)" as a game result is the special pattern in the special pattern 1 game. 1 is a pattern that belongs to the category of TZ18, and the large pattern in the special chart 1 game is DZ1. The small symbols in the special game are in the category of SZ18. In the special chart 2 game, the special chart 2 is a pattern that belongs to the category of TZ28. The large symbol in the special 2 game is a symbol that belongs to the category of DZ28. The small symbols in these two games belong to the category of SZ28.
[0465] The pattern that will result in a "miss" is the special pattern 1. The special pattern 1 in the game is TZ19. The large pattern in the special game is in the category of DZ19. The small symbols in the Special 1 game belong to the category of SZ19. Yes, the special chart 2 in the special chart 2 game is a pattern that belongs to the category of TZ29, and the special chart 2 The large symbol in the game is a symbol that belongs to the category of DZ29, and in the special symbol 2 game The small design belongs to the category SZ29.
[0466] The number of patterns belonging to each category can be any number, as long as it is one or more. The large and small patterns in the special chart 1 and special chart 2 games are independent of each other. The second embodiment may be a single unit or may be a shared unit.
[0467] Next, examples of the patterns belonging to each category will be described with reference to FIG. 52. FIG. 52 shows the third FIG. 1 is a diagram showing an example of a display of a decorative symbol corresponding to the result mode of the embodiment of the game. As a result, the symbols that will result in a jackpot will not be shown.
[0468] In addition, this special chart (TZ10 to TZ14, TZ20 to TZ24) is a "no time reduction jackpot" ","Low value time shortening 100 times with big win,","Low value time shortening 200 times with big win,","Low value A unique display state that can distinguish "300-time time-saving jackpot" and "high-value time-saving jackpot" It seems that the large patterns (DZ10 to DZ14, DZ20 to DZ24) and small patterns (SZ10 From SZ14, SZ20 to SZ24) are "jackpot without time reduction", "low value time reduction 100 times" "Jackpot with 200 low-value time reductions", "Jackpot with 300 low-value time reductions" , and it is not necessary for the display mode to be uniquely identifiable as a "high value jackpot with time-saving feature." For example, "No time reduction jackpot", "Low value time reduction 100 times jackpot", "Low value time reduction 20 times "0 times with jackpot", "low value time-saving jackpot with 300 times with jackpot", and "high value time-saving jackpot " may have a common design, and such a common design may be used to obscure the value of the winning combination. This makes it possible to provide an interest that suggests the value of the hit.
[0469] This special chart (TZ15 to TZ18, TZ25 to TZ28) is "Low value time saving (c time saving) "100 times", "200 times of low-value time reduction (c time reduction)", "300 times of low-value time reduction (c time reduction)", This is a display form that allows for unique identification of "high value time saving (c time saving)."
[0470] For example, the large pattern DZ15 that gets "100 low-value time-saving (c time-saving)" is "2" or "4". , "3" symbol combination is displayed, and the small symbol SZ15 is a reduced version of the large symbol DZ15 or The symbol combinations "2", "4", and "3" are displayed in a simplified manner.
[0471] For example, the large pattern DZ16 that gives you 200 low-value time reductions (c time reductions) is "2" or "4". The small pattern SZ16 is a reduced version of the large pattern DZ15, or The symbol combinations "2", "4", and "5" are displayed in a simplified manner.
[0472] For example, the large pattern DZ17 that gets "300 low-value time-saving (c time-saving)" is "2" or "4". The small pattern SZ17 is a reduced version of the large pattern DZ15, or The symbol combinations "2", "4", and "6" are displayed in a simplified manner.
[0473] The large pattern DZ17 that gets "high value time saving" is, for example, the pattern combination of "2", "4", and "1". The small pattern SZ17 displays "2", "4", and "1" in a different way than the large pattern DZ15. The symbol combination is displayed.
[0474] In addition, the display of such large and small symbols is only possible when the player has performed "100 low-value time-saving (c time-saving)" ", "Low value time saving (c time saving) 200 times", "Low value time saving (c time saving) 300 times", and " Therefore, "low-value time-saving (c time-saving) 100 times", "low-value time-saving (c time-saving) 100 times", The goal of players who have obtained "200 short (c short)" or "300 low value short (c short)" There is a risk that expectations will be greatly diminished.
[0475] Therefore, the gaming machine 10 displays the large symbols "2", "Chance", and "2" common to each time reduction, The combination of small symbols "2", "4", and "7" may be displayed. The "chance" may be a special symbol that is not included in the normal symbol arrangement.
[0476] In addition, "Chance" can be expressed as "Chance (Red)", "Chance (Blue)", "Chance (Yellow)" " or "Chance (Gold)". "Low value time saving (c time saving) 100 times", "Low value time saving (c time saving) 200 times", "Low value "Time Saving (c Time Saving) 300 times" or "Low Value Time Saving (c Time Saving) 300 times" The appearance ratio may be different depending on the type of the object.
[0477] In addition, the large and small symbols corresponding to the time reduction may be the outliers of the reach, or may be the complete It can be a set of random numbers, or a set of numbers that correspond to a pun, or a set of patterns. One or more of the patterns that make up the combination may be replaced with a special pattern.
[0478] [Fourth embodiment] Next, a gaming machine 10 according to a fourth embodiment will be described. First, the gaming performance of the gaming machine 10 of the fourth embodiment is as follows. The performance of the fourth embodiment will be described with reference to FIG. 53. FIG. 53 shows an example of a gaming performance list of the...
Claims
[Claim 1] A gaming machine capable of generating a special gaming state in which a game can be executed upon receiving a trigger and a gaming value can be acquired if the result of the game is a special result, and a specific gaming state in which the trigger can be easily acquired, The display means can variably display the identification information to derive the result of the game, The specific gaming state can be generated after the special gaming state ends, When the result of the game in the specific gaming state is a special result, the special gaming state can be generated; displaying on the display means a game value display that displays both an acquired game value display that shows the game value acquired during a period including the specific game state and special game states that can occur before and after the specific game state, and a planned game value display that shows the game value that is planned to be acquired during the period; Furthermore, during the period, a hitting method guide display including characters and pictograms is displayed on the display means, Furthermore, during the period, the number of rights to play the game can be displayed on the display means in a numerical display; displaying, on the display means, the identification information that is variably displayed in the specific gaming state included in the period; Gaming machine.